gaming machines

The gaming machine enhances playability and interest by using special symbol determination and adjustable game states with varying difficulty and unpredictable endings, addressing the need for diverse and engaging gameplay.

JP7763675B2Active Publication Date: 2025-11-04HEIWA CORP
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Patent Information

Application Number
JP2022011822
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-01-28
Publication Date
2025-11-04
Estimated Expiration
2042-01-28

AI Technical Summary

Technical Problem

Gaming machines need to enhance playability and player interest as games have become more diverse, requiring innovative mechanisms to maintain engagement and variety.

Method used

The gaming machine incorporates a special symbol determination system for large prize openings, varying difficulty levels for game ball entry, and multiple game states with adjustable advantages, along with suggestion mechanisms to prolong or end game states unpredictably, enhancing gameplay variety and anticipation.

Benefits of technology

This design improves playability and player interest by providing diverse game states and unpredictable endings, maintaining engagement through varied gameplay experiences.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine that is able to improve game nature and raise a player's interest.SOLUTION: A game machine includes: special pattern determination means that, based on establishment of a first condition, can determine one of a first special pattern with which execution of a big prize port opening game is associated and a second special pattern different from the first special pattern; and setting-out means that can set out one of a first game state and a second game state whose degree of advantage is lower than the first game state. In the game machine: if the second special pattern is determined in the first game state, the second game state is set out, and if the second special pattern is determined in the second game state, the second game pattern is maintained; the second game state is terminated if one of a plurality of terminating conditions is satisfied; and setting out is performed such that a suggestion that the second game state will be terminated is given or not given according to the satisfied terminating condition.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine. [Background technology]

[0002] Conventionally, this type of gaming machine is known to have a function in which, when a gaming ball enters a starting winning hole provided in the gaming area, a win / lose lottery is held to determine whether or not a special game can be played, and a special pattern indicating the result of the win / lose lottery is determined, and the special pattern is displayed in a variable manner, and a specific pattern (jackpot pattern) is displayed in a stopped state to indicate that the result of the win / lose lottery is that a special game will be played (a jackpot win), thereby executing a special game in which many prize balls can be won. In such gaming machines, in order to increase the player's interest, multiple game states with different degrees of advantage are provided, and when a predetermined specific pattern is determined, the game state after the special game ends is set to a game state with different degrees of advantage (for example, a time-saving game state, etc.). In addition, in recent years, in order to increase the interest of players, gaming machines have been devised that, in addition to the lottery result that indicates that a special game will be played in the above-mentioned win / loss lottery, can also derive a specific lottery result that indicates that a game state with a different degree of advantage (time-saving game state) will be set without the need for special play, and that a special pattern (time-saving pattern) indicating the specific lottery result will be displayed in a stopped state, thereby setting a game state with a different degree of advantage without the need for special play (see Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2021-78994 Summary of the Invention [Problem to be solved by the invention]

[0004] Although gaming machines such as those described above can increase the interest of players, in recent years, as games have become more diverse, there has been a demand for gaming machines that can further improve playability and increase the interest of players.

[0005] Therefore, the present invention has been made in view of the above-mentioned circumstances, and has as its object to provide a gaming machine that can improve playability and increase the interest of players. [Means for solving the problem]

[0006] In order to achieve the above object, the present invention is configured as follows. (1) The gaming machine according to the present invention comprises a special symbol determination means capable of determining, by lottery based on the establishment of a first condition, a first special symbol associated with the execution of a large prize opening game in which an openable large prize opening is opened, and one of a plurality of special symbols including a second special symbol different from the first special symbol; a starting area that can be either a first mode in which the difficulty level for a game ball to enter is relatively low, or a second mode in which the difficulty level for a game ball to enter is relatively high; a normal pattern determination means that can determine, by lottery, one of a plurality of normal patterns that correspond to whether or not the starting area will be the first mode based on the establishment of a second condition different from the first condition; a special pattern display means that can execute a variable display of the special pattern; and a normal pattern display means that can execute a variable display of the normal pattern. The game system is provided with: a setting means capable of setting one of a plurality of game states including a first game state and a second game state less advantageous than the first game state; and a suggestion means capable of executing various suggestions, wherein the setting means sets the second game state when the second special symbol is determined in the first game state, and maintains the second game state when the second special symbol is determined in the second game state, and the second game state ends when any of a plurality of ending conditions is established; The plurality of termination conditions include a first termination condition that the number of times the variable display of the special symbol based on the determination by the special symbol determination means reaches a predetermined number, and a second termination condition that the number of times the variable display of the normal symbol based on the determination by the normal symbol determination means reaches a predetermined number, and the suggestion means suggests that the second game state will end if the first termination condition is established in the second game state, but does not suggest that the second termination condition is established in the second game state if the second game state will end. It is characterized by:

[0007] In the gaming machine according to the present invention, when a second special symbol different from the first special symbol associated with the execution of a special prize opening game in which an openable special prize opening is opened is determined, a second game state with a lower advantage than the first game state is set, and the second game state ends when one of a plurality of ending conditions is met. This provides a wide variety of triggers for ending the second game state, improving gameplay and increasing the interest of the player. Furthermore, depending on the termination condition that is met, there are cases where the termination of the second gaming state is suggested, and cases where the termination of the second gaming state is not suggested. This makes it difficult to recognize the end of the second gaming state, so it is possible to maintain anticipation for the continuation of the second gaming state and increase the player's interest. [Effects of the Invention]

[0009] According to the present invention, it is possible to provide a gaming machine that can improve playability and increase the interest of players. [Brief explanation of the drawings]

[0010] [Figure 1] 1 is an external perspective view of a pachinko machine according to a first embodiment. [Figure 2] 1 is an external perspective view of a pachinko machine according to a first embodiment with the front door open. [Figure 3] 1 is a schematic front view of a game board of a pachinko machine according to a first embodiment. [Figure 4] This is an enlarged view of the second start winning port and movable piece of the pachinko machine of the first embodiment. [Figure 5] 1 is a schematic front view of the inside of an attacker device of a pachinko machine according to a first embodiment. [Figure 6] 1 is a block diagram showing the electrical configuration of a pachinko machine according to a first embodiment. [Figure 7] FIG. 1 is an explanatory diagram of a win / lose random number determination table for a pachinko machine according to the first embodiment. [Figure 8] FIG. 2 is an explanatory diagram of a special symbol random number determination table for a pachinko machine according to the first embodiment. [Figure 9] FIG. 2 is an explanatory diagram of a special electric accessory operating table of the pachinko machine according to the first embodiment. [Figure 10] FIG. 2 is an explanatory diagram of a game state setting table for a pachinko machine according to the first embodiment. [Figure 11] 1 is an explanatory diagram of a fluctuation pattern table of a pachinko machine according to a first embodiment. [Figure 12]1 is an explanatory diagram of a fluctuation pattern table of a pachinko machine according to a first embodiment. [Figure 13] FIG. 2 is an explanatory diagram of a stop display time table for the pachinko machine according to the first embodiment. [Figure 14] FIG. 2 is an explanatory diagram of a winning determination random number judgment table for a pachinko machine according to the first embodiment. [Figure 15] FIG. 10 is an explanatory diagram of the normal symbol variation pattern determination table of the pachinko machine according to the first embodiment. [Figure 16] FIG. 2 is an explanatory diagram of a movable piece operation control table of a pachinko machine according to the first embodiment. [Figure 17] 4 is a flowchart showing an outline of main processing in a main control board of a pachinko machine according to the first embodiment. [Figure 18] 4 is a flowchart showing an outline of initialization processing in a main control board of a pachinko machine according to a first embodiment. [Figure 19] 10 is a flowchart showing an outline of power interruption evacuation processing in the main control board of the pachinko machine according to the first embodiment. [Figure 20] 4 is a flowchart showing an outline of a timer interrupt process in a main control board of a pachinko machine according to the first embodiment. [Figure 21] 10 is a flowchart showing an outline of the processing performed when a sensor detects something in the main control board of the pachinko machine according to the first embodiment. [Figure 22] 10 is a flowchart showing an outline of the gate detection process in the main control board of the pachinko machine according to the first embodiment. [Figure 23] 10 is a flowchart showing an outline of the processing performed when the first start winning slot is detected in the main control board of the pachinko machine according to the first embodiment. [Figure 24] 10 is a flowchart showing an outline of the processing performed when the second start winning port is detected in the main control board of the pachinko machine according to the first embodiment. [Figure 25] 4 is a flowchart showing an outline of a preliminary determination process in a main control board of a pachinko machine according to the first embodiment. [Figure 26] 10 is a flowchart showing an outline of processing when a specific area is detected in the main control board of the pachinko machine according to the first embodiment. [Figure 27] 10 is a flowchart showing an outline of the special chart-related control processing in the main control board of the pachinko machine according to the first embodiment. [Figure 28] 10 is a flowchart showing an outline of the special symbol variation start processing in the main control board of the pachinko machine according to the first embodiment. [Figure 29] 10 is a flowchart showing an outline of the win / loss determination process in the main control board of the pachinko machine according to the first embodiment. [Figure 30] 10 is a flowchart showing an outline of the variation pattern determination process in the main control board of the pachinko machine according to the first embodiment. [Figure 31] 10 is a flowchart showing an outline of the special symbol variation stop processing in the main control board of the pachinko machine according to the first embodiment. [Figure 32] 10 is a flowchart showing an outline of post-stop processing in the main control board of the pachinko machine according to the first embodiment. [Figure 33] 4 is a flowchart showing an outline of the special game control process in the main control board of the pachinko machine according to the first embodiment. [Figure 34] 10 is a flowchart showing an outline of special game ending processing in the main control board of the pachinko machine according to the first embodiment. [Figure 35] 10 is a flowchart showing an outline of the general map-related control processing in the main control board of the pachinko machine according to the first embodiment. [Figure 36] 10 is a flowchart showing an outline of the normal symbol variation start processing in the main control board of the pachinko machine according to the first embodiment. [Figure 37] 10 is a flowchart showing an outline of the normal symbol variation stop processing in the main control board of the pachinko machine according to the first embodiment. [Figure 38] 10 is a flowchart showing an outline of processing after stopping of a normal symbol in the main control board of the pachinko machine according to the first embodiment. [Figure 39] 4 is a flowchart showing an outline of a movable piece control process in a main control board of a pachinko machine according to the first embodiment. [Figure 40]1 is a state transition diagram showing transitions to each game state of a pachinko machine according to a first embodiment. [Figure 41] FIG. 2 is a state transition diagram showing transitions to each presentation state of the pachinko machine according to the first embodiment. [Figure 42] FIG. 2 is a diagram showing an example of a variation effect mode of the pachinko machine according to the first embodiment. [Figure 43] FIG. 2 is a diagram showing an example of a variation effect mode of the pachinko machine according to the first embodiment. [Figure 44] FIG. 2 is a diagram showing an example of a variation effect mode of the pachinko machine according to the first embodiment. [Figure 45] FIG. 2 is a diagram showing an example of a variation effect mode of the pachinko machine according to the first embodiment. [Figure 46] FIG. 2 is a diagram showing an example of a variation effect mode of the pachinko machine according to the first embodiment. [Figure 47] FIG. 2 is a diagram showing an example of a variation effect mode of the pachinko machine according to the first embodiment. [Figure 48] FIG. 2 is an explanatory diagram of a variable effect determination table for a pachinko machine according to the first embodiment. [Figure 49] FIG. 2 is an explanatory diagram of a variable effect determination table for a pachinko machine according to the first embodiment. [Figure 50] 4 is a flowchart showing an outline of main processing in a sub-control board of a pachinko machine according to the first embodiment. [Figure 51] 10 is a flowchart showing an outline of a timer interrupt process in the sub-control board of the pachinko machine according to the first embodiment. [Figure 52] 10 is a flowchart showing an outline of a game status setting related command reception process in a sub-control board of a pachinko machine according to the first embodiment. [Figure 53] 10 is a flowchart showing an outline of the power interruption recovery command reception processing in the sub-control board of the pachinko machine according to the first embodiment. [Figure 54] 10 is a flowchart showing an outline of a stop display end command reception process in the sub-control board of the pachinko machine according to the first embodiment. [Figure 55]10 is a flowchart showing an outline of a variation pattern command receiving process in a sub-control board of a pachinko machine according to the first embodiment. [Figure 56] An explanatory diagram of a win / lose random number determination table for a pachinko machine according to the second embodiment. [Figure 57] FIG. 10 is an explanatory diagram of a special symbol random number determination table for a pachinko machine according to the second embodiment. [Figure 58] FIG. 10 is an explanatory diagram of a special electric accessory operating table of a pachinko machine according to the second embodiment. [Figure 59] FIG. 10 is an explanatory diagram of a game status setting table for a pachinko machine according to a second embodiment. [Figure 60] FIG. 10 is an explanatory diagram of a fluctuation pattern table for a pachinko machine according to the second embodiment. [Figure 61] FIG. 10 is an explanatory diagram of a stop display time table for a pachinko machine according to a second embodiment. [Figure 62] 10 is a flowchart showing an outline of the processing performed when a special area is detected in the main control board of the pachinko machine according to the second embodiment. [Figure 63] 10 is a flowchart showing an outline of the special symbol variation start processing in the main control board of the pachinko machine according to the second embodiment. [Figure 64] 10 is a flowchart showing an outline of the win / loss determination process in the main control board of a pachinko machine according to the second embodiment. [Figure 65] 10 is a flowchart showing an outline of the special symbol variation stop processing in the main control board of the pachinko machine according to the second embodiment. [Figure 66] 10 is a flowchart showing an outline of the game state setting process at the time of stop display in the main control board of the pachinko machine according to the second embodiment. [Figure 67] 10 is a flowchart showing an outline of post-stop processing in the main control board of a pachinko machine according to a second embodiment. [Figure 68] 10 is a flowchart showing an outline of the small win game control process in the main control board of the pachinko machine according to the second embodiment. [Figure 69] 10 is a flowchart showing an outline of special game ending processing in the main control board of the pachinko machine according to the second embodiment. [Figure 70] FIG. 10 is a diagram showing an example of a variation effect mode of a pachinko machine according to the second embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0011] (1st form) Hereinafter, a first embodiment of the present invention will be described with reference to the drawings. (External configuration of pachinko machine P) The gaming machine according to this embodiment is a pachinko machine P that uses gaming balls as a gaming medium. Although not shown in the figure, in an amusement parlor where the pachinko machines P are installed, a plurality of pachinko machines P are arranged side by side in an installation area for gaming machines called an island, and a gaming ball lending device for lending the gaming balls is installed adjacent to each pachinko machine P. Furthermore, each pachinko machine P is connected to a corresponding gaming ball lending device R. The game ball lending device R can accept the insertion of bills and a storage medium (card) that stores the value information required for lending game balls. After inserting a bill (or a card) into the game ball lending device R, a player can receive game balls from the game ball lending device R by performing a predetermined operation on the pachinko machine P.

[0012] As shown in Figure 1 or Figure 2, the pachinko machine P of this embodiment comprises a machine frame 1 which is a rectangular frame body fixed to an island and has a hollow portion (not specifically shown), a main body frame 2 which is a rectangular frame body attached to the machine frame 1 by a hinge mechanism (not specifically shown) so as to be able to open and close freely, and which also has a hollow portion (not specifically shown), and a front door 3 which is attached to the main body frame 2 by a hinge mechanism (not specifically shown) so as to be able to open and close freely, and which has an opening (not specifically shown) formed on the front.

[0013] 1, a speaker serving as an audio output device 10 is provided in the lower left portion of the machine frame 1. A game board 11 for forming a game area 12 is housed in the hollow portion of the main body frame 2. The front door 3 is provided with a transparent plate 4 covering the opening, an upper tray 6 and a receiving tray 7 located below the transparent plate 4 and capable of receiving game balls, an operating handle 5 attached to the right of the receiving tray 7 for operating to launch the game balls, and two speakers serving as audio output devices 10 attached to the upper left and right portions of the transparent plate 4, one each.

[0014] In this pachinko machine P, when the main body frame 2 is closed against the machine casing 1 and the front door 3 is closed, the transparent plate 4 is positioned in front of the game board 11 with a gap between them. This allows the game board 11 located behind to be viewed through the transparent plate 4.

[0015] In addition, the upper tray 6 is configured to guide game balls dispensed by the game ball dispenser R and prize balls paid out from the pachinko machine P. The upper tray 6 is capable of holding a predetermined number of game balls, but when the upper tray 6 is full of game balls, game balls to be dispensed or paid out thereafter are guided to the receiving tray 7. In addition, although not specifically shown, the bottom surface of the receiving tray 7 is provided with a discharge hole for discharging the stored game balls and an opening / closing plate that can open and close the discharge hole. Normally, the discharge hole is closed by the opening / closing plate, but by moving an opening / closing lever 8 (see Figure 1) attached integrally with the opening / closing plate in the horizontal direction, the opening / closing plate also moves in the same direction, opening the discharge hole. This allows the game balls to fall through the discharge hole and be discharged out of the receiving tray 7.

[0016] The operating handle 5 is also formed so that the player can rotate it in a predetermined direction. When the player rotates the operating handle 5, the game balls held in the upper tray 6 are sent to a launching device (not shown), and the launching device launches the game balls toward the play area 12 with a strength that corresponds to the rotation angle of the operating handle 5. The game balls thus launched are guided upward by a pair of rails 13a, 13b fixed to the game board 11, and reach the play area 12.

[0017] Here, the game area 12 is a portion of the space formed between the game board 11 and the transparent plate 4 when the main frame 2 and the front door 3 are closed to the machine frame 1, which is partitioned into an approximately circular shape by a pair of rails 13a, 13b fixed to the game board 11, and is an area where game balls can flow down. As shown in FIG. 3, the game area 12 is composed of a first game area 12a, which is the area on the left side as seen from the player facing the pachinko machine P, and a second game area 12b, which is the area on the right side as seen from the player facing the pachinko machine P. The possibility of a game ball entering these two game areas 12 differs depending on the firing strength of the launching device. Specifically, when the firing strength of the launching device is less than a predetermined strength (a strength that prevents the game ball launched by the launching device from reaching the highest point in the game area 12), the game ball enters the first game area 12a. On the other hand, when the firing strength of the launching device is greater than or equal to a predetermined strength (a strength that allows the game ball launched by the launching device to reach the highest point in the game area 12), the game ball enters the second game area 12b.

[0018] Also, as shown in Fig. 3, within this gaming area 12, there are provided a windmill and numerous nails for making the direction in which gaming balls flow irregularly, a general winning opening 14 through which gaming balls can enter, a first starting winning opening 15 and a second starting winning opening 16 as starting areas, a gate 20 through which gaming balls can pass, an attacker device 17 that operates when predetermined conditions are met, an outlet 19 that guides gaming balls out of the gaming area 12, and an effect display device 21 that acts as an effect device that produces effects as the game progresses, etc. Note that Fig. 3 shows only some of the nails, and the other nails are omitted.

[0019] As shown in Figure 3, the general winning opening 14 is located slightly to the left of the center of the bottom of the game area 12, and when a game ball enters the general winning opening 14, a predetermined number of prize balls (five in this embodiment) are paid out. The number and location of the general winning slots 14 are not particularly limited.

[0020] 3, the first start winning opening 15 is located slightly below the center of the game area 12. In the pachinko machine P according to this embodiment, only game balls flowing down the first game area 12a can enter the first start winning opening 15, and game balls flowing down the second game area 12b cannot enter the first start winning opening 15.

[0021] As shown in Fig. 3, the gate 20 is provided at the top of the second game area 12b (at a position slightly above the center of the right part of the game area 12). In the pachinko machine P according to this embodiment, only game balls flowing down the second game area 12b can pass through the gate 20, and game balls flowing down the first game area 12a cannot pass through the gate 20. In addition, the pachinko machine P is configured so that almost all game balls that enter the second game area 12b pass through the gate 20. When the gaming ball passes through the gate 20, a lottery for a normal symbol, which will be described later, is held. If the result of the lottery for the normal symbol is a winning one, the movable piece 16b, which will be described later, protrudes for a predetermined period of time.

[0022] Below the gate 20, as shown in FIG. 3, a second start winning opening 16 and a flat movable piece 16b (normal electric device) that can be protruded and retracted into the game board 11 are arranged side by side. The upper surface of the movable piece 16b is formed so as to slope downward from the right end to the left end when protruding from the game board 11. The right end of the movable piece 16b is located directly below the gate 20, and the second start winning opening 16 is located to the left of the left end of the movable piece 16b. The second start winning opening 16 is cup-shaped and opens upward, and a gaming ball that reaches the opening enters the second start winning opening 16. Furthermore, in the pachinko machine P according to this embodiment, the time it takes for a gaming ball at the right end of the upper surface of the movable piece 16b to reach the opening of the second start winning opening 16 (hereinafter also referred to as the opening arrival time) is configured to be approximately 0.3 seconds. When the movable piece 16b is protruding from the game board 11 (hereinafter also referred to as the protruding state), the upper surface of this movable piece 16b functions as a guide member that guides the game ball to the opening of the second start winning hole 16 (see FIG. 4(b)). On the other hand, when the movable piece 16b is immersed in the game board 11 (hereinafter also referred to as the immersed state), the movable piece 16b cannot guide the game ball to the opening of the second start winning hole 16 (see FIG. 4(a)). In addition, only game balls flowing down the second game area 12b can enter the second start winning port 16, and game balls flowing down the first game area 12a cannot enter the second start winning port 16.

[0023] It should be noted that the second starting winning hole 16 and the movable piece 16b are not limited to the above configuration. For example, the second start winning opening 16 may be provided with a blade member as the movable piece 16b that can rotate left and right about an axis perpendicular to the game board 11 to open and close the second start winning opening 16. Specifically, when the movable piece 16b (blade member) is closed, the second start winning opening 16 is in a closed state and it is not possible for a game ball to enter the second start winning opening 16, whereas when the movable piece 16b is open, the second start winning opening 16 is in an open state and this movable piece 16b functions as a guide member that guides the game ball toward the second start winning opening 16, thereby enabling the game ball to enter the second start winning opening 16. In addition, the movable piece 16b may be a cover member that rotates back and forth around an axis horizontal to the game board 11 to open and close the second start winning opening 16, or it may be a shutter member that slides up and down to open and close the second start winning opening 16.

[0024] The installation locations of the first start winning opening 15 and the second start winning opening 16 are not particularly limited, and for example, the first start winning opening 15 and the second start winning opening 16 may be placed in a position that makes it easy for game balls flowing down either game area 12 (first game area 12a, second game area 12b) to enter.

[0025] When a game ball enters the first start winning slot 15 or the second start winning slot 16, a predetermined number of prize balls are paid out, and a lottery is held to determine whether or not a jackpot (described below) has been won (hereinafter also referred to as a jackpot win) and whether or not a time-saving game state (described below) will be granted (hereinafter also referred to as a time-saving grant win), and one special symbol is selected from a plurality of predetermined special symbols according to the result of the lottery. There are multiple types of special symbols that can be selected, and depending on the type of special symbol selected, a game benefit such as the execution of a special game advantageous to the player or the granting of a time-saving game state (setting of a time-saving game state JT1 or JT2 described below) is awarded. The number of prize balls paid out based on a game ball entering the first start winning port 15 or the second start winning port 16 is not particularly limited as long as it is one or more, and may be any number. Furthermore, the number of prize balls may be the same or different between the first start winning port 15 (a start winning port without the movable piece 16b) and the second start winning port 16 (a start winning port with the movable piece 16b). In the pachinko machine P according to this embodiment, the number of prize balls paid out based on a game ball entering the first start winning port 15 is three, and the number of prize balls paid out based on a game ball entering the second start winning port 16 is one.

[0026] As shown in FIG. 3 , the attacker device 17 is provided in the approximate center of the right portion of the game area 12 (below the second start winning opening 16 and the movable piece 16b). The attacker device 17 includes a large winning opening 18 through which game balls can enter, and an opening / closing door 18b that opens and closes the large winning opening 18. Normally, the opening / closing door 18b is closed and the large winning opening 18 is closed, preventing game balls from entering the large winning opening 18. However, when the special game described above is played, the opening / closing door 18b opens and the large winning opening 18 is opened, allowing game balls to enter the large winning opening 18. Specifically, during the special game described above, multiple round games are played in which the large winning opening 18 is opened. When one game ball enters the large winning opening 18, a predetermined number of prize balls (15 in this embodiment) are paid out. 3, game balls flowing down the second game area 12b can enter this large prize opening 18, but game balls flowing down the first game area 12a cannot. Although not specifically shown, nails, windmills, etc. are arranged so that almost all game balls flowing down the second game area 12b can reach the large prize opening 18, except for those that enter the second start prize opening 16. Therefore, as long as game balls continue to be shot out as long as the large prize opening 18 is open, the game balls will enter the large prize opening 18.

[0027] 5(a) and (b), a rolling path 51 is provided inside the attacker device 17, along which a gaming ball that has entered the large prize opening 18 can roll to the left. This rolling path 51 branches into an upper passage 52 and a lower passage 53 at a predetermined position in the rolling direction, and a general area 58 is provided at the end of the upper passage 52, into which a gaming ball that has entered the large prize opening 18 can enter, and a specific area 57 is provided at the end of the lower passage 53, into which a gaming ball that has entered the large prize opening 18 can enter (see FIGS. 5(a) and (b)).

[0028] 5(a) and 5(b), a distributing member 59 that distributes game balls to either the upper passage 52 or the lower passage 53 is provided at the position where the upper passage 52 and the lower passage 53 branch off. This distributing member 59 is rotatable about an axis perpendicular to the gaming board 11 and is displaceable between a first position where it opens the path to the upper passage 52 and blocks the path to the lower passage 53, and a second position where it blocks the path to the upper passage 52 and opens the path to the lower passage 53. A game ball that enters the big prize opening 18 proceeds to the upper passage 52 and enters the general area 58 when the distributing member 59 is located at the first position, and proceeds to the lower passage 53 and enters the specific area 57 when the distributing member 59 is located at the second position.

[0029] In addition, although not specifically shown, the attacker device 17 is provided with a specific area outlet for discharging game balls that have entered the specific area 57 outside the large prize opening 18 (on the back side of the game board 11), and a general area outlet for discharging game balls that have entered the general area 58 outside the large prize opening 18 (on the back side of the game board 11).

[0030] In addition, in the pachinko machine P of this embodiment, the manner of opening and closing (opening and closing pattern) of the opening and closing door 18b and the manner of operation (operation pattern) of the distribution member 59 in the round game executed during the above-mentioned special game are set for each type of special pattern determined when a jackpot is won. In the pachinko machine P according to this embodiment, when a predetermined number of game balls (one in this embodiment) enter the specific area 57 during a specific round of play, the game state after the end of the special game is set to a high-probability time-shortened game state, which is a game state that combines a high-probability game state, which is a game state advantageous to the player, and a time-shortened game state JT2, which will be described later. On the other hand, when a predetermined number of game balls do not enter the specific area 57 during a specific round of play (i.e., when all game balls that entered the big prize opening 18 enter the general area 58), the game state after the end of the special game is set to a low-probability time-shortened game state LJT2, which is a game state that combines a low-probability game state and a time-shortened game state JT2. The opening and closing pattern of the opening and closing door 18b, the operation pattern of the sorting member 59, and the setting of the game state will be described in detail later. As described above, instead of setting the game state after the end of a special game to a high-probability time-saving game state or a low-probability time-saving game state LJT2 depending on whether a predetermined number of game balls enter the specific area 57 during a round of play during the special game, the game state after the end of the special game may be set to a high-probability time-saving game state or a low-probability time-saving game state LJT2 depending on the type of special symbol determined when a jackpot is won. For example, when a jackpot is won and a specific special symbol is determined, the game state after the end of the special game may be set to a high-probability time-saving game state, but when a special symbol other than the specific special symbol is determined, the game state after the end of the special game may be set to a low-probability time-saving game state LJT2 or a normal game state. In this way, if the game state after the end of a special game is determined depending on the type of special symbol, the above-mentioned specific area 57 is not necessary.

[0031] 3, the outlet 19 is provided at the bottom of the game area 12 and receives game balls that have not entered any of the general winning hole 14, the first starting winning hole 15, the second starting winning hole 16, and the big winning hole 18. The game balls received in the outlet 19 are then guided to the back side of the game board 11 and collected.

[0032] As shown in Fig. 3, the effect display device 21 is provided in approximately the center of the play area 12. In the pachinko machine P according to this embodiment, a liquid crystal display device is used as this effect display device 21. The effect display device 21 is provided with a display unit 21a for displaying images such as moving images and still images, and in addition to displaying a background image, the display unit 21a displays effect symbols 50 (dummy symbols) in a variable manner, and a variable effect is performed to notify the player of the result of the winning or losing lottery depending on the stop display mode of each effect symbol 50. The performance display device 21 is not limited to a liquid crystal display device, but may be, for example, a drum-type display device that uses multiple drums with patterns on the outer periphery to display various types of information.

[0033] The pachinko machine P of this embodiment is equipped with, as a performance device, a performance display device 21, as well as a speaker as the above-mentioned audio output device 10, and a lamp (see Figure 1) as a performance lighting device 23 that produces performance by emitting light in various colors and lighting patterns. However, the performance devices are not limited to these, and may include, for example, performance prop devices that move at various times and in various ways.

[0034] In addition, a performance operation device 9 is provided in front of the upper tray 6, which can be operated by the player to progress or switch the performances executed during play or standby. In this embodiment, the performance operation device 9 is composed of an operation dial 9a, which is a circular ring-shaped frame that can be rotated, and an operation button 9b that is fitted into the operation dial 9a and can be pressed. When a predetermined performance is being executed by the performance display device 21, rotating the operation dial 9a or pressing the operation button 9b will progress various performances, such as variable performances, or switch to a different display. The effect operation device 9 is not limited to the operation dial 9a and the operation button 9b, but may be provided with a cross key or the like that allows input in the up, down, left, and right directions. In addition to providing the effect operation device 9 such as the operation dial 9a and the operation button 9b, the above-mentioned cross key may be provided separately.

[0035] Also, as shown in Figure 3, in the lower right part of the game board 11 and outside the game area 12, there are provided a first special pattern display device 30, a second special pattern display device 31, a first special pattern reserve display device 38, a second special pattern reserve display device 39, a normal pattern display device 32 and a normal pattern reserve display device 33 as devices for displaying various statuses of the game.

[0036] As described above, the pachinko machine P according to this embodiment is electrically connected to the game ball lending device R, and operations for the game ball lending device R, such as lending game balls and discharging cards, can be accepted by the pachinko machine P. For this reason, the pachinko machine P is provided with a value information display device 35 that displays value information (balance information) stored in the card, a ball lending button 36 that can be pressed, and a card return button 37 that can be pressed, as shown in Fig. 1 .

[0037] (Configuration of control means of pachinko machine P) Next, a control means for controlling the game and effects of the pachinko machine P will be described. The above-mentioned control means is composed of various control boards, and specifically, as shown in Figure 6, it includes a main control board 100 that controls the basic game operations of the pachinko machine P, a launch / payout control board 200 that controls the launch of game balls and the payout of prize balls, a sub-control board 300 that controls various presentations, and a game ball lending control board 400 that relays operations to the game ball lending device R.

[0038] 6, the main control board 100 is connected to a launch / payout control board 200 and a sub-control board 300, and the launch / payout control board 200 is connected to a game ball lending control board 400. Furthermore, the main control board 100 and the launch / payout control board 200 are connected to an external information terminal board 500 for outputting various information on the progress of the game to the outside of the pachinko machine P (for example, to a hall computer in an amusement parlor, etc.). In the pachinko machine P of this embodiment, as described above, the launch / payout control board 200 controls both the launch of game balls and the payout of prize balls, but a board that controls the launch of game balls (launch control board) and a board that controls the payout of prize balls (payout control board) may be provided separately.

[0039] Although not specifically shown, a power supply board is connected to each board provided in the pachinko machine P according to this embodiment. This power supply board is provided with a backup power supply, and when the voltage value of the power supplied to the pachinko machine P falls below a predetermined value, it is determined that a power interruption has occurred and a power interruption signal is output to the main control board 100.

[0040] The main control board 100 controls the games played on the pachinko machine P, and specifically controls the special game (lottery to determine whether the game is won or lost, determination of the special pattern, display of the changing special pattern (hereinafter also referred to as the change in the special pattern)) which is started when the game ball enters the first start winning port 15 or the second start winning port 16, the regular game (lottery to determine whether the game is won or lost, determination of the special pattern, display of the changing special pattern (hereinafter also referred to as the change in the regular pattern) etc.) which is started when the game ball passes through the gate 20, and special games which are advantageous to the player. As shown in Figure 6, this main control board 100 is equipped with a main CPU 101 that performs various calculation processes, a main ROM 102 that stores control programs for progressing the game and data and tables necessary for the game, and a main RAM 103 that is used as a temporary storage area during calculation processes. Then, based on signals from each detection sensor and timer described later, the main CPU 101 reads out a control program stored in the main ROM 102 and performs arithmetic processing, as well as controls various devices connected to the main CPU 101 and sends commands to other boards based on the results of the arithmetic processing.

[0041] 6, the main control board 100 is connected to a general prize opening detection sensor 14a that detects the entry of a game ball into the general prize opening 14, a first start prize opening detection sensor 15a that detects the entry of a game ball into the first start prize opening 15, a second start prize opening detection sensor 16a that detects the entry of a game ball into the second start prize opening 16, a special prize opening detection sensor 18a that detects the entry of a game ball into the special prize opening 18, a gate detection sensor 20a that detects the passage of a game ball through the gate 20, a fraud detection sensor 35 that detects magnetism, radio waves, etc. directed toward the game board 11, and a specific area detection sensor 57a that detects the entry of a game ball into the specific area 57. The detection signals output from each of these detection sensors are input to the main control board 100. It should be noted that the sensors connected to the main control board 100 are not limited to these, and for example, a general area detection sensor that detects when a gaming ball enters the general area 58 may be provided.

[0042] Furthermore, the main control board 100 is connected to the following devices to be controlled: a movable piece solenoid 16c that drives the movable piece 16b attached to the second start winning opening 16 to protrude and retract; a large prize opening solenoid 18c that drives the opening and closing door 18b of the large prize opening 18 to open and close; a distribution member solenoid 59c that displaces the distribution member 59; a first special pattern display device 30; a second special pattern display device 31; a normal pattern display device 32; a first special pattern reserve display device 38; a second special pattern reserve display device 39; and a normal pattern reserve display device 33. The main control board 100 drives each solenoid to control the protrusion and retraction of the movable piece 16b located next to the second starting winning opening 16, the opening and closing of the large winning opening 18, the displacement of the sorting member 59, and also controls the display of each display device.

[0043] In addition, in the pachinko machine P of this embodiment, only one setting level, setting value 1, is defined for the setting of the balls to be dispensed, and the win / loss random number determination table 110 used in the win / loss lottery described below is provided corresponding to this setting value 1. The setting for the ball output may not be limited to one level, but may be multiple levels, such as six levels from setting value 1 to setting value 6. When multiple levels are set for the ball output, the probability of winning the jackpot in the win / lose lottery can be set to differ depending on the setting value. For example, setting value 6 can be set to have a higher probability of winning the jackpot than setting value 1, and if the probability of winning the jackpot is higher, the possibility of winning prize balls also increases. Therefore, by changing the setting value, the expected payout amount of prize balls in the pachinko machine P changes. A win / lose random number determination table 110 used in the win / lose lottery is provided corresponding to each of setting values ​​1 to 6, and when the setting value is changed, the win / lose random number determination table 110 provided for each setting value is changed as a whole. Although not specifically shown, the main control board 100 is provided with a RAM clear switch and a setting switch. In the pachinko machine P according to this embodiment, when the front door 3 is open and the power is turned on with both the RAM clear switch and the setting switch on, the machine transitions to a setting change state in which the setting value can be changed. Then, in this setting change state, the setting value can be changed by operating the RAM clear switch. In the pachinko machine P according to this embodiment, as described above, only one setting level, setting value 1, is defined for the setting related to the ball output, so even if the RAM clear switch is operated during the setting change state, the setting value will remain at 1.

[0044] Although not specifically shown, the launch and payout control board 200, like the main control board 100, is equipped with a CPU, ROM, and RAM, and is connected to the main control board 100 so as to be able to communicate bidirectionally.

[0045] 6, the firing / payout control board 200 is connected with devices for controlling the firing of game balls, including a touch sensor 5a that detects when a player touches the operating handle 5, an operation volume 5b that detects the operating angle (rotation angle) of the operating handle 5, a firing stop switch 5c that stops the firing of game balls, a ball feed solenoid 60 that sends game balls received in the upper tray 6 to a firing device (not shown), and a firing motor 61 that fires game balls. Control signals output from the touch sensor 5a, the operation volume 5b, and the firing stop switch 5c are input to the firing / payout control board 200.

[0046] When control signals from the touch sensor 5a and the operation volume 5b are input to the launch / payout control board 200, the ball feed solenoid 60 and the launch motor 61 are energized to control the launch of game balls. Also, while the ball feed solenoid 60 and the launch motor 61 are energized, game balls are continuously launched at 0.6 second intervals (i.e., a launch pace of 100 balls per minute). On the other hand, when a control signal from the launch stop switch 5c is input to the launch / payout control board 200, control is performed to stop the energization of the ball feed solenoid 60 and the launch motor 61 to stop the launch of game balls. It should be noted that a rotary solenoid may be used instead of the launch motor 61 as a device for launching the game balls.

[0047] 6, the launch payout control board 200 is connected to a payout motor 62 that pays out game balls stored in a game ball storage unit (not specifically shown) as prize balls, and a payout counting switch 63 that detects and counts the paid-out game balls, as devices for controlling the payout of game balls. When the launch payout control board 200 receives a payout number command transmitted from the main control board 100, the launch payout control board 200 controls the payout motor 62 to pay out a predetermined number of game balls (prize balls) based on the payout number command. At this time, the number of paid-out game balls is counted by the payout counting switch 63, making it possible to determine whether the predetermined number of game balls (prize balls) have been paid out.

[0048] Furthermore, as shown in Figure 6, the shooting and dispensing control board 200 is connected to a front door open detection sensor 3a that detects the open state of the front door 3 and a tray full detection sensor 7a that detects the full state of the tray 7.

[0049] The front door open detection sensor 3a outputs an open detection signal to the shooting / dispensing control board 200 when it detects that the front door 3 is open, and the open detection signal is output continuously while the front door 3 is open. When the open detection signal is input, the shooting / dispensing control board 200 sends a door open command to the main control board 100. In response to this, the front door open detection sensor 3a turns off when it no longer detects that the front door 3 is open, and stops outputting the door open detection signal. When the input of the door open detection signal stops, the shooting / dispensing control board 200 determines that the front door 3 is closed, and stops sending the door open command to the main control board 100.

[0050] The tray full detection sensor 7a is provided at a predetermined position on the tray 7. When the tray 7 is filled with a predetermined amount of game balls to be paid out as prize balls, the stored game balls reach the predetermined position. The tray full detection sensor 7a turns on when it detects that the gaming balls have reached the predetermined position, outputting a tray detection signal to the launch / payout control board 200. The tray detection signal is continuously output while the stored gaming balls are at the predetermined position. When the tray detection signal is input, the launch / payout control board 200 sends a tray full command to the main control board 100. In response, when the tray full detection sensor 7a no longer detects that the gaming balls have reached the predetermined position, it turns off and stops outputting the tray detection signal. When the input of the tray detection signal stops, the launch / payout control board 200 determines that the tray full state of the tray 7 has been released, and stops sending the tray full command to the main control board 100.

[0051] As described above, the launching and dispensing control board 200 is connected to a game ball lending control board 400 that relays operations to the game ball lending device R. As shown in Figure 6, the launching and dispensing control board 200 is connected via the game ball lending control board 400 to a value information display device 35, a ball lending switch 36a that detects the pressing operation of the ball lending button 36, and a card return switch 37a that detects the pressing operation of the card return button 37.

[0052] When the ball lending button 36 is pressed, a detection signal output from the ball lending switch 36a is input to the launching and dispensing control board 200, and the launching and dispensing control board 200 transmits a lending request signal requesting the lending of game balls to the game ball lending device R. Then, when the game ball lending device R receives the lending request signal, the game ball lending device R performs a process of subtracting predetermined value information from the stored value information, and controls the dispensing of the number of game balls corresponding to the subtracted value information. When the card return button 37 is pressed, a detection signal output from the card return switch 37a is input to the launch / payout control board 200, and the launch / payout control board 200 transmits a return request signal requesting the return of the card to the game ball lending device R. When the game ball lending device R receives the return request signal, it controls the game ball lending device R to dispense the card.

[0053] The sub-control board 300 controls the effects that are executed during play, standby, etc. As shown in Figure 6, this sub-control board 300 is equipped with a sub-CPU 301 that performs various calculation processes, a sub-ROM 302 that stores control programs for executing performances, data and tables necessary for executing performances, and a sub-RAM 303 that is used as a temporary storage area during calculation processes, and is connected so that communication is possible in one direction from the main control board 100 to the sub-control board 300. Then, based on commands sent from the main control board 100 and signals from the timer, the sub-CPU 301 reads out the control program stored in the sub-ROM 302 and performs arithmetic processing, and sends commands for executing performances to an image control board (not specifically shown) for controlling image display, an audio control board (not specifically shown) for controlling audio output, and an electric lighting control board (not specifically shown) for controlling the lighting on and off. In the pachinko machine P of this embodiment, as described above, the audio control board and the lighting control board are provided separately, but it is also possible to provide a single board (audio and lighting control board) that combines the functions of these boards, and to use this board to control both audio output and lighting.

[0054] The sub-control board 300 is also connected to the performance display device 21 via an image control board, and to a speaker as the audio output device 10 via an audio control board. Furthermore, the sub-control board 300 is connected to the performance lighting device 23 via an illumination control board, a rotation operation detection sensor 9c that detects the rotation operation of the operation dial 9a, and a press operation detection sensor 9d that detects the press operation of the operation button 9b.

[0055] Although not specifically shown, the image control board is equipped with an image CPU, image ROM, image RAM, etc. The image ROM of this image control board stores image data such as the effect pattern 50 and background displayed on the effect display device 21. Then, based on a command sent from the sub-control board 300, the image CPU controls the image display by the effect display device 21 by storing the image data read from the image ROM in the image RAM.

[0056] Although not specifically shown, the audio control board includes a sound chip (CPU), sound ROM, sound RAM, etc. The sound ROM stores sound data such as audio and background music output from the audio output device 10. Based on commands sent from the sub-control board 300, the sound data read from the sound ROM is stored in the sound RAM, thereby controlling the audio output from the audio output device 10.

[0057] The illumination control board controls the lighting by the illumination effect device 23 based on commands from the sub-control board 300. In addition, when a rotation operation detection signal output from the rotation operation detection sensor 9c based on the rotation operation of the operation dial 9a or a pressing operation detection signal output from the pressing operation detection sensor 9d based on the pressing operation of the operation button 9b is input, the illumination control board transmits a predetermined command to the sub-control board 300.

[0058] (Overview of Pachinko Machine P) Next, the game in the pachinko machine P of this embodiment will be explained based on various tables stored in the main ROM 102. As described above, in the pachinko machine P of this embodiment, the special game and the regular game proceed in parallel. Furthermore, the game state when these two games proceed is set to a game state that combines either a low-probability game state (a so-called non-probability game state) or a high-probability game state (a so-called probability game state) with either a non-time-saving game state or a time-saving game state. Furthermore, in the pachinko machine P of this embodiment, two time-saving game states, a time-saving game state JT1 and a time-saving game state JT2, are provided, and either of the time-saving game states can be set. Specifically, in the pachinko machine P of this embodiment, one of the following game states is set: a normal game state, which is a game state combining a low-probability game state and a non-time-shortened game state; a low-probability time-shortened game state LJT1, which is a game state combining a low-probability game state and a time-shortened game state JT1; a low-probability time-shortened game state LJT2, which is a game state combining a low-probability game state and a time-shortened game state JT2; or a high-probability time-shortened game state, which is a game state combining a high-probability game state and a time-shortened game state JT2.

[0059] Here, the low-probability gaming state and the high-probability gaming state are gaming states that are set so that the probability of winning a jackpot through a hit / miss lottery, which will be described later, is different, and in the high-probability gaming state, the probability of winning a jackpot through a hit / miss lottery is set to a higher value than in the low-probability gaming state. In other words, it is easier to win a jackpot through a hit / miss lottery in the high-probability gaming state than in the low-probability gaming state.

[0060] In the non-time-saving game state, the time-saving game state JT1 and the time-saving game state JT2, the frequency of the game ball entering the second start winning hole 16 (the difficulty of the ball entering, in other words, the frequency of the winning / losing lottery based on the game ball entering the second start winning hole 16) is set to a predetermined content. In the pachinko machine P according to this embodiment, the time-shortened game state JT2 is set so that the movable piece 16b is more likely to be maintained in a protruding state (i.e., the game ball is more likely to enter the second start winning hole 16) than in the non-time-shortened game state and the time-shortened game state JT1. Also, although there are slight differences as will be described later, both the non-time-shortened game state and the time-shortened game state JT1 are set so that the movable piece 16b is hardly maintained in a protruding state (i.e., the game ball hardly enters the second start winning hole 16). In addition, the normal game mode is set in the initial state immediately after shipping from the factory or after resetting.

[0061] In the pachinko machine P according to this embodiment, when a game ball that is launched by a launching device (not shown) and flows down the game area 12 enters the first start winning port 15 or the second start winning port 16, a win / loss lottery is held, and a special symbol corresponding to the result of the win / loss lottery is determined. In the win / loss lottery in this embodiment, first, a determination is made as to whether or not a jackpot has been won, and if a determination result is derived that the jackpot has not been won (hereinafter also referred to as a non-win of the jackpot), then a determination is made as to whether or not a time-shortened game state will be granted (whether or not a time-shortened game state will be set), and if a determination result is derived that the time-shortened game state will not be granted (hereinafter also referred to as a non-win of the time-shortened game state), the game is lost. Then, when the result of this lottery indicates that a jackpot has been won (i.e., when a jackpot has been won), the big prize opening 18 is opened and a special game is executed that allows a game ball to enter the big prize opening 18, and furthermore, the game state after the special game ends is set to either a low-probability time-shortened game state LJT2 or a high-probability time-shortened game state. In other words, after the special game ends, the game state transitions to either a low-probability time-shortened game state LJT2 or a high-probability time-shortened game state.

[0062] Furthermore, when the result of the above-mentioned winning / losing lottery is that a time-saving game state will be granted (hereinafter also referred to as winning the time-saving grant), as will be described later, either the time-saving pattern J1 or J2 will be determined as the special pattern (hereinafter also referred to as the time-saving pattern) associated with the time-saving grant winning. In the pachinko machine P according to this embodiment, when the time-saving symbol J1 is determined in the normal game state, the low-probability game state remains unchanged and a time-saving game state JT1 is established. That is, when the time-saving symbol J1 is determined by the above-mentioned win / loss lottery in the normal game state, the low-probability game state remains unchanged and the non-time-saving game state is changed to the time-saving game state JT1, thereby transitioning to the low-probability time-saving game state LJT1. Also, when the time-saving symbol J2 is determined in the normal game state, the low-probability game state remains unchanged and a time-saving game state JT2 is established. That is, when the time-saving symbol J2 is determined by the above-mentioned win / loss lottery in the normal game state, the low-probability game state remains unchanged and the non-time-saving game state is changed to the time-saving game state JT2, thereby transitioning to the low-probability time-saving game state LJT2. On the other hand, if the above-mentioned lottery results in a loss (the player does not win the jackpot and does not win the time-saving bonus) in the normal game mode, the game mode will remain in the normal game mode. In this way, in the pachinko machine according to this embodiment, in the normal game state, the time-shortened game state (time-shortened game state JT1 (low-probability time-shortened game state LJT1) or time-shortened game state JT2 (low-probability time-shortened game state LJT2)) can be set without going through the winning of a jackpot or the execution of a special game. In other words, the game state can be changed without going through the winning of a jackpot or the execution of a special game.

[0063] Furthermore, in the pachinko machine P of this embodiment, even during a game state other than the normal game state (i.e., during the low probability time-shortened game state LJT1, during the low probability time-shortened game state LJT2, and during the high probability time-shortened game state (during the time-shortened game state)), the above-mentioned win / loss lottery is used to determine whether or not the time-shortened game will be awarded, and if the time-shortened game will be awarded, the time-shortened pattern J1 or J2 can be determined. However, in the pachinko machine P according to this embodiment, even if a time-saving award is won and the time-saving symbol J1 or J2 is determined during a game state other than the normal game state, a new time-saving game state based on the determination is not set, and the game state set at the time of the determination is maintained. In other words, even if a time-saving award is won during the low-probability time-saving game state LJT1, the low-probability time-saving game state LJT2, or the high-probability time-saving game state, a time-saving game state based on the winning is not set anew, and the currently set low-probability time-saving game state LJT1, the low-probability time-saving game state LJT2, or the high-probability time-saving game state continues. In this way, in the pachinko machine of this embodiment, in a game state other than the normal game state, unlike the normal game state, a new time-saving game state is not set without first winning a jackpot and executing a special game.

[0064] Note that the determination of whether or not a time-saving bonus will be awarded may be made only in the win / loss lottery during the normal game state, rather than in the win / loss lottery during all game states. In other words, it may be possible to win a time-saving bonus depending on the win / loss lottery during the normal game state, but not to win a time-saving bonus depending on the win / loss lottery during game states other than the normal game state. In this case, since a time-saving bonus will not be awarded during game states other than the normal game state, a new time-saving game state will not be established without first winning a jackpot and playing a special game.

[0065] In the pachinko machine P according to this embodiment, game balls flowing down the first game area 12a can enter the first start winning hole 15. Also, game balls flowing down the second game area 12b can pass through the gate 20, enter the second start winning hole 16, and enter the big winning hole 18. During the normal game mode and the low-probability time-saving game mode LJT1, the player is required to shoot the game ball toward the first game area 12a (so-called left shot) so that the game ball will enter the first start winning port 15, and during the low-probability time-saving game mode LJT2, the high-probability time-saving game mode and the special game mode, the player is required to shoot the game ball toward the second game area 12b (so-called right shot) so that the game ball will enter the large winning port 18 or pass through the gate 20 and enter the second start winning port 16. In other words, during the normal game state and the low-probability time-saving game state LJT1, the player is mainly allowed to play in the first game area 12a, and during the low-probability time-saving game state LJT2 and the high-probability time-saving game state, the player is mainly allowed to play in the second game area 12b. Specifically, when the low-probability time-saving game state LJT2 or the high-probability time-saving game state is set, or when a special game is started, a right-hit suggestion is made to encourage the player to shoot the game ball toward the second game area 12b (for example, a text image of "right hit" is displayed on the display unit 21a of the effect display device 21, and the right-hit lamp is turned on to encourage the player to shoot the game ball toward the second game area 12b). Also, when the normal game state is set, a left-hit suggestion is made to encourage the player to shoot the game ball toward the first game area 12a (for example, a text image of "left hit" is displayed on the display unit 21a of the effect display device 21, and the right-hit lamp is turned off as described above). In addition, in the pachinko machine P according to this embodiment, when the time-saving symbol J1 is determined in the normal game state, the low-probability time-saving game state LJT1 is set, but when the low-probability time-saving game state LJT1 is set, the left-hit suggestion is not made.

[0066] The winning / losing lottery is conducted based on various random numbers obtained when the game ball enters the first starting winning slot 15 or the second starting winning slot 16, and various tables stored in the main ROM 102 for determining the random numbers. Here, the pachinko machine P of this embodiment has, as random numbers for determining the win / lose lottery and the special pattern, a win / lose random number used to determine the result of the win / lose lottery (won a jackpot, won or lost the time-saving grant), a special pattern random number used to determine the type of special pattern, and a variation pattern random number used to determine the variation pattern command described below. In the pachinko machine P according to this embodiment, the above-mentioned winning / losing random number uses a hardware random number built into the main control board 100. This winning / losing random number is updated according to a set rule, and the random number sequence is automatically changed every time the random number sequence completes one cycle, and the start value is changed every time the system is reset. The variation pattern command is for determining the pattern (variation time, mode) of the variation effect that can notify the result of the winning / losing lottery. The random numbers used to determine the variation pattern command are not limited to those described above, and for example, other random numbers may be used in addition to these random numbers.

[0067] When a game ball enters the first start winning port 15 or the second start winning port 16, a random number value is obtained for each of the above-mentioned random numbers, and each random number value is stored in a reserved memory area of ​​the main RAM 103. This reserved memory area is composed of a first reserved memory area for storing each random number value (hereinafter referred to as first special random number) of the random number related to the winning / losing lottery and the determination of the special symbol, which is obtained by the entry of a gaming ball into the first start winning slot 15, and a second reserved memory area for storing each random number value (hereinafter referred to as second special random number) of the random number related to the winning / losing lottery and the determination of the special symbol, which is obtained by the entry of a gaming ball into the second start winning slot 16. Each of these reserved memory areas is composed of a total of four memory units, from the first memory unit to the fourth memory unit, and is capable of storing a total of four sets of first special random numbers and four sets of second special random numbers.

[0068] Furthermore, in the pachinko machine P according to this embodiment, when a gaming ball enters the first start winning port 15, the first special symbol random number is stored in order from the first storage unit of the first reserve storage area. For example, when a gaming ball enters the first start winning port 15 in a state where the first special symbol random number is not stored in any storage unit of the first reserve storage area, the first special symbol random number acquired in response to this is stored in the first storage unit of the first reserve storage area. Also, when a gaming ball enters the first start winning port 15 in a state where the first special symbol random number is stored in the first storage unit of the first reserve storage area, the first special symbol random number acquired in response to this is stored in the second storage unit of the first reserve storage area. Furthermore, in a state where the first special chart random number is stored in the first memory section and the second memory section of the first reserved memory area, if a gaming ball enters the first start winning hole 15, the first special chart random number acquired in response to this is stored in the third memory section of the first reserved memory area. Also, in a state where the first special chart random number is stored in the first to third memory sections of the first reserved memory area, if a gaming ball enters the first start winning hole 15, the first special chart random number acquired in response to this is stored in the fourth memory section of the first reserved memory area. And, in a state where the first special chart random number is stored in the first to fourth memory sections of the first reserved memory area, if a gaming ball enters the first start winning hole 15, the first special chart random number related to this entry is not stored.

[0069] Similarly, when a game ball enters the second start winning hole 16, the second special random number is stored in the first storage section of the second reserved storage area in order. The specific storage process is the same as the storage of the first special random number described above, so a description thereof will be omitted. In addition, in the pachinko machine P of this embodiment, the number of sets of first special random numbers (hereinafter also referred to as the first reserved number) stored in the first reserved memory area is stored in a first reserved number counter (not specifically shown), and the number of sets of second special random numbers (hereinafter also referred to as the second reserved number) stored in the second reserved memory area is stored in a second reserved number counter (not specifically shown). In this specification, as described above, the storage of the first special random number and the second special random number in the reserved memory area is also referred to as "reservation" or "reserved memory," and the first reserved number and the second reserved number are also simply referred to as "reserved numbers."

[0070] The pachinko machine P of this embodiment has a win / lose random number determination table 110 for determining the result of the win / lose lottery, a special pattern random number determination table 111 for determining the type of special pattern, a special electric device operation table 112 for controlling the special game that is executed when a jackpot is won, a game state setting table 113 for setting the game state after winning the time-saving grant (after the time-saving pattern J1 or J2 has been determined) or after the special game has ended, a fluctuation pattern table 114 for determining a fluctuation pattern command, and a stop display time table 115 for determining the stop display time for the special pattern to be displayed in a stopped state after the fluctuation display of the special pattern has ended. Note that tables related to lottery results and the like are not limited to these, and tables may be provided as appropriate when it is necessary to make judgments or decisions based on random numbers.

[0071] The win / loss random number determination table 110 is for determining the result of the win / loss lottery (winning a jackpot, winning or losing the time-saving grant), and is roughly divided into a low-probability determination table 110a that is referenced in a low-probability game state (normal game state, low-probability time-saving game state LJT1, low-probability time-saving game state LJT2), and a high-probability determination table 110b that is referenced in a high-probability game state (high-probability time-saving game state). Note that, in the pachinko machine P according to this embodiment, as described above, only one setting level, the setting value 1, is defined as the setting for the payout balls, and only one type of low-probability determination table 110a and high-probability determination table 110b corresponding to the setting value 1 is provided.

[0072] In the pachinko machine P according to this embodiment, when a game ball enters the first start winning slot 15 or the second start winning slot 16, one win / fail random number is obtained within the numerical range of 0 to 65535. Then, depending on the game state at the time of the win / fail lottery, either the low probability judgment table 110a or the high probability judgment table 110b is selected, and the win / fail lottery is held based on the obtained win / fail random number and the selected win / fail random number judgment table 110.

[0073] 7(a), according to the low probability determination table 110a, if the win / loss random number is 1000 to 1217, it is determined that a jackpot has been won, if the win / loss random number is 3000 to 6275, it is determined that a time-saving award has been won, and if the win / loss random number is other than these (0 to 999, 1218 to 2999, 6276 to 65535), it is determined that a loss has been won. Therefore, the probability of winning a jackpot in this low probability determination table 110a is approximately 1 / 300, and the probability of winning a time-saving award is approximately 1 / 20.

[0074] As shown in Figure 7(b), according to the high probability determination table 110b, if the win / loss random number is between 1000 and 2309, it is determined that a jackpot has been won, if the win / loss random number is between 3000 and 6275, it is determined that a time-saving award has been won, and if the win / loss random number is any other than these (0 to 999, 2310 to 2999, 6276 to 65535), it is determined that a loss has been won. Therefore, the probability of winning a jackpot in this high probability determination table 110b is approximately 1 / 50, and the probability of winning a time-saving award is approximately 1 / 20. That is, the high probability determination table 110b is set so that the probability of winning a jackpot is approximately six times higher than that of the low probability determination table 110a. Also, the low probability determination table 110a and the high probability determination table 110b are set so that the probability of winning the time-saving bonus is the same.

[0075] In addition, the numerical range of the hit / miss random number that is determined to be a jackpot in the low probability determination table 110a is set to be included in the numerical range of the hit / miss random number that is determined to be a jackpot in the high probability determination table 110b (specifically, the lower limit value in the numerical range that is determined to be a jackpot is the same, and the upper limit value is different). In other words, the hit / miss random number that is determined to be a jackpot in the low probability determination table 110a will also be determined to be a jackpot in the high probability determination table 110b. In the pachinko machine P of this embodiment, as described above, the lower limit value in the numerical range of the win / lose random number that determines whether a jackpot has been won is set to be the same and the upper limit value is set to be different, but this is not limited to this, and the upper limit value may be set to be the same and the lower limit value to be different.

[0076] In addition, the numerical range of the win / loss random number that is determined to be a win for the time-saving award in the low probability determination table 110a and the numerical range of the win / loss random number that is determined to be a win for the time-saving award in the high probability determination table 110b are outside the numerical range of the win / loss random number that is determined to be a win for the jackpot, and are set so that the upper and lower limits of the numerical ranges are the same, thereby setting the probability of winning the time-saving award to be the same in both the low probability determination table 110a and the high probability determination table 110b.

[0077] Furthermore, in the pachinko machine P of this embodiment, the numerical range determined to be a winning jackpot and the numerical range determined to be a winning time-saving bonus are both composed of continuous numerical ranges, but this is not limited to this and they may also be composed of discontinuous numerical ranges that include losing numbers in between.

[0078] In addition, if multiple levels are defined as settings for ball output, the high probability judgment table may be set so that when a high probability judgment table and a low probability judgment table corresponding to the same setting value are compared, the high probability judgment table has a higher probability of winning a jackpot than the low probability judgment table. Similarly, the high probability determination table and the low probability determination table corresponding to the same setting value may be set so that the probability of winning the time-saving award is the same.

[0079] The special pattern random number determination table 111 is used to determine the type of special pattern, and as shown in Figures 8(a) and (b), it includes a first start winning gate determination table 111a which is referenced when a winning / losing lottery is held using a first special pattern random number, and a second start winning gate determination table 111b which is referenced when a winning / losing lottery is held using a second special pattern random number. In the pachinko machine P according to this embodiment, when a gaming ball enters the first start winning port 15 or the second start winning port 16, one special symbol random number is obtained within a numerical range of 0 to 199. Then, when the above-mentioned winning / losing lottery is performed, the special symbol random number determination table 111 of either the first start winning port determination table 111a or the second start winning port determination table 111b is selected according to the start winning port into which the gaming ball entered, and the type of special symbol is determined based on the obtained special symbol random number and the selected special symbol random number determination table 111.

[0080] In the pachinko machine P of this embodiment, six types of jackpot symbols (X1, X2, X3, X4, X5, X6) are provided as special symbols (hereinafter also referred to as jackpot symbols) that are determined when a jackpot is won, two types of time-saving symbols (J1, J2) are provided as special symbols (time-saving symbols) that are determined when a time-saving bonus is awarded, and two types of loss symbols (Z1, Z2) are provided as special symbols (hereinafter also referred to as loss symbols) that are determined when a loss is awarded.

[0081] As shown in Fig. 8(a), according to the first start winning port determination table 111a, in the case of winning a jackpot, when the special pattern random number is 0 to 99, the jackpot pattern X1 is determined, when the special pattern random number is 100 to 193, the jackpot pattern X2 is determined, and when the special pattern random number is 194 to 199, the jackpot pattern X3 is determined. That is, in this first start winning port determination table 111a, when a jackpot is won, the probability that the jackpot pattern X1 is determined is 50%, the probability that the jackpot pattern X2 is determined is 47%, and the probability that the jackpot pattern X3 is determined is 3%. In addition, in the case where the time-saving award is won, the time-saving symbol J1 is determined when the special symbol random number is 0 to 169, and the time-saving symbol J2 is determined when the special symbol random number is 170 to 199. That is, in this first start winning port determination table 111a, in the case where the time-saving award is won, the probability that the time-saving symbol J1 is determined is 85%, and the probability that the time-saving symbol J2 is determined is 15%.

[0082] As shown in Fig. 8(b), according to the second start winning port determination table 111b, when a jackpot is won, if the special pattern random number is 0 to 39, the jackpot pattern X4 is determined, if the special pattern random number is 40 to 139, the jackpot pattern X5 is determined, and if the special pattern random number is 140 to 199, the jackpot pattern X6 is determined. That is, in this second start winning port determination table 111b, when a jackpot is won, the probability that the jackpot pattern X4 is determined is 20%, the probability that the jackpot pattern X5 is determined is 50%, and the probability that the jackpot pattern X5 is determined is 30%. In addition, in the case where the time-saving award is won, the time-saving symbol J1 is determined when the special symbol random number is 0 to 169, and the time-saving symbol J2 is determined when the special symbol random number is 170 to 199. That is, in this second start winning slot determination table 111b, similar to the first start winning slot determination table 111a, in the case where the time-saving award is won, the probability that the time-saving symbol J1 is determined is 85%, and the probability that the time-saving symbol J2 is determined is 15%.

[0083] In addition, if the lottery based on the first special pattern random number results in a loss, the loss pattern Z1 is determined without the above-mentioned lottery based on the special pattern random number. In addition, if the lottery based on the second special pattern random number results in a loss, the loss pattern Z2 is determined without the above-mentioned lottery based on the special pattern random number. That is, the special symbol random number determination table 111 is referred to when a jackpot is won or when a time-saving bonus is awarded, but is not referred to when a loss occurs.

[0084] The special electric accessory operation table 112 is for controlling the special game that is executed when a jackpot is won, and is referenced to operate the jackpot opening solenoid 18c and the sorting member solenoid 59c during the execution of the special game. In the pachinko machine P according to this embodiment, as shown in Figures 9(a) to (c), the special electric accessory operation table 112 is provided with a first operation table 112a that is referenced when a jackpot is won and the jackpot symbol X1 or X4 is determined, a second operation table 112b that is referenced when a jackpot is won and the jackpot symbol X2 or X5 is determined, and a third operation table 112c that is referenced when a jackpot is won and the jackpot symbol X3 or X6 is determined.

[0085] Specifically, when a jackpot is won and the jackpot symbol X1 or X4 is determined, a special game is executed by referring to a first operation table 112a shown in Fig. 9(a). According to this first operation table 112a, a round game is executed three times in total, from round 1 to round 3, which ends when either the special prize opening 18 is open for 29.0 seconds or ten game balls enter the special prize opening 18. During the execution of each round game, the opening / closing door 18b is displaced from the closed position to the open position, remains in the open position for 29.0 seconds, and then displaces from the open position to the closed position (opening / closing pattern), thereby opening the special prize opening 18 only once, and the time for which the special prize opening 18 is closed between each round game (i.e., the interval time) is set to 2.0 seconds. Furthermore, as shown in Figure 9(a), when the jackpot pattern X1 or X4 is determined, the allocating member 59 operates in a manner (operation pattern) in which it stays (is located) at the first position during the first and third rounds of play, and furthermore, during the second round of play, the allocating member 59 also operates in a manner in which it stays at the first position.

[0086] Furthermore, when a jackpot is won and the jackpot symbol X2 or X5 is determined, a special game is executed by referring to the second operation table 112b shown in Fig. 9(b). According to this second operation table 112b, a round game that ends under the same conditions as the first operation table 112a is executed three times in total, from round 1 to round 3. The opening and closing pattern of the opening and closing door 18b and the interval time are also set to the same contents as the first operation table 112a. 9(b), when the jackpot symbol X2 or X5 is determined, the allocating member 59 operates to stay at the first position during the first and third rounds of play, in the same manner as when the jackpot symbol X1 or X4 is determined. On the other hand, during the second round of play, the allocating member 59 operates to stay at the second position.

[0087] Furthermore, when a jackpot is won and the jackpot symbol X3 or X6 is determined, a special game is executed by referring to the third operation table 112c shown in Fig. 9(c). According to this third operation table 112c, a round game that ends under the same conditions as the first operation table 112a and the second operation table 112b is executed 10 times in total, from round 1 to round 10. The opening and closing pattern and interval time of the opening and closing door 18b are set to the same contents as the first operation table 112a and the second operation table 112b. Furthermore, as shown in FIG. 9(c), when the jackpot symbol X3 or X6 is determined, the allocating member 59 operates in a manner to stop at the first position during the first, third, fourth to tenth rounds of play, in the same manner as when the jackpot symbol X1, X2, X4 or X5 is determined, and further, during the second round of play, the allocating member 59 operates in a manner to stop at the second position, in the same manner as when the jackpot symbol X2 or X5 is determined.

[0088] As described above, in the pachinko machine P of this embodiment, when the jackpot pattern X2, X3, X5 or X6 is determined, the large prize opening 18 is opened continuously for 29.0 seconds during two rounds of play (specific round play), and the distribution member 59 is stopped at the second position, so that as long as game balls are shot toward the second game area 12b, game balls will enter the large prize opening 18 and a predetermined number of game balls (one in this embodiment) can be reliably admitted to the specific area 57. In contrast, when the jackpot pattern X1 or X4 is determined, in two rounds of play, the large prize opening 18 is opened continuously for 29.0 seconds, but the distribution member 59 remains in the first position, so even if a game ball enters the large prize opening 18, the game ball will all enter the general area 58, and it is impossible for the game ball to enter the specific area 57.

[0089] The game state setting table 113 is used to set the game state after the special game ends when the special game is executed, and the game state after the time-saving symbol J1 or J2 is determined when a time-saving symbol is awarded in the normal game state. In the pachinko machine P according to this embodiment, when a special game is executed, the game state after the special game ends is set depending on whether a predetermined number of game balls have entered the specific area 57 during the special game. Also, when a time-saving award is won during the normal game state and the time-saving symbol J1 or J2 is determined, the game state is set according to the determined time-saving symbol. Also, in the pachinko machine P according to this embodiment, as will be described later, whether or not game balls can enter the specific area 57 is set depending on the type of determined jackpot symbol, and essentially, whether or not a transition to a high-probability time-saving game state will occur after the special game based on that determination ends is determined depending on the determined jackpot symbol.

[0090] In the pachinko machine P of this embodiment, as shown in Figures 10(a) to (d), the game state setting table 113 includes a first game state setting table 113a that is referenced when a predetermined number of game balls enter the specific area 57 during special play, a second game state setting table 113b that is referenced when the predetermined number of game balls do not enter the specific area 57 during special play, a third game state setting table 113c that is referenced when a time-saving bonus is awarded in the normal game state and the time-saving symbol J1 is determined, and a fourth game state setting table 113d that is referenced when a time-saving bonus is awarded in the normal game state and the time-saving symbol J2 is determined.

[0091] Specifically, as shown in Figure 10(a), if a predetermined number of game balls do not enter the specific area 57 during a special game, the game state after the special game ends is set to a low-probability game state and is set to a time-shortened game state JT2. That is, after the special game ends, a low-probability time-shortened game state LJT2 is set. In addition, the number of times the time-shortened game state continues (hereinafter also referred to as the number of time-shortened times) is set to 100. In this case, after the special game ends, the low-probability time-saving game state LJT2 continues until the results of the win / lose lottery are derived 100 times without a jackpot being won (until the number of times the special symbol changes reaches 100). Then, if the results of the win / lose lottery are other than a jackpot win all 100 times during the low-probability time-saving game state LJT2 (i.e., a win or loss for the time-saving grant), the low-probability game state remains, and the time-saving game state JT2 is changed to a non-time-saving game state, thereby changing the game state to a normal game state. In addition, in the pachinko machine P of this embodiment, the probability of winning a jackpot in the low-probability game state is approximately 1 / 300 (see Figure 7(a)), so it is not necessarily the case that a jackpot will be won during the low-probability time-saving game state LJT2.

[0092] As shown in Figure 10(b), when a predetermined number of game balls enter the specific area 57 during a special game, the game state after the special game ends is set to a high-probability time-shortened game state and is set to the time-shortened game state JT2. That is, after the special game ends, a high-probability time-shortened game state is set. In addition, the number of times the high-probability game state continues (hereinafter also referred to as the high-probability number of times) and the number of times the time-shortened game state continues are both set to 10,000 times. In this case, after the special game ends, the high-probability time-saving game state continues until the results of the win / loss lottery are derived 10,000 times without a jackpot being won (until the number of times the special symbol changes reaches 10,000). Then, if the results of the win / loss lottery during the high-probability time-saving game state are other than a jackpot win all 10,000 times, the high-probability game state is changed to a low-probability game state, and the time-saving game state JT2 is changed to a non-time-saving game state, thereby changing the game state to a normal game state. In addition, in the pachinko machine P of this embodiment, the probability of winning a jackpot in the high-probability game state is approximately 1 / 50 (see Figure 7(b)), and in effect, the above-mentioned high-probability time-saving game state will continue until a jackpot is won again.

[0093] Here, in the pachinko machine P according to this embodiment, as described above, when a jackpot is won and the jackpot symbol X2, X3, X5, or X6 is determined, the allocating member 59 stays at the second position during two rounds of the special game based on that determination, so that as long as game balls are being shot into the second game area 12b to cause the game balls to enter the big prize opening 18, a predetermined number of game balls will always enter the specific area 57. In other words, in the pachinko machine P according to this embodiment, when the jackpot symbol X2, X3, X5, or X6 is determined, as long as game balls are being shot into the second game area 12b, a high probability time-shortened game state is set in principle. However, even if the jackpot pattern X2, X3, X5 or X6 is determined, if a predetermined number of game balls do not enter the specific area 57 during the special game based on that determination due to an abnormality such as the jackpot opening 18 not opening, the game state after the special game ends will be set to the low-probability time-saving game state LJT2.

[0094] Furthermore, as described above, when a jackpot is won and the jackpot symbol X1 or X4 is determined, the allocating member 59 stays at the first position during any round of play of the special game based on that determination, so even if game balls enter the big prize opening 18, the predetermined number of game balls will not enter the specific area 57. In other words, in the pachinko machine P according to this embodiment, when the jackpot symbol X1 or X4 is determined, the low-probability time-shortened game state LJT2 is set as a general rule. However, even if the jackpot pattern X1 or X4 is determined, if a predetermined number of game balls enter the specific area 57 during a special game based on that determination due to an abnormality such as the distribution member 59 stopping at the second position, the game state after the special game ends will be set to a high-probability time-saving game state.

[0095] As shown in Figure 10(c), if a time-saving symbol J1 is selected during normal play, the variable display of the time-saving symbol J1 as a special symbol ends, and the non-time-saving play state changes to the time-saving play state JT1 after the stop display time (described below) for the special symbol has elapsed, while the low-probability play state remains. In other words, once the variable display of the time-saving symbol J1 ends and the stop display time has elapsed, the low-probability time-saving play state LJT1 is established. The number of time-saving times is also set to 10,000. In this case, the low-probability time-saving game state LJT1 continues until the result of the win / loss lottery is derived 10,000 times without winning the jackpot (until the number of times the special symbol changes reaches 10,000 times). Then, if the result of the win / loss lottery during the low-probability time-saving game state LJT1 is not a win for all 10,000 times, the low-probability game state remains, and the time-saving game state JT1 is changed to a non-time-saving game state, thereby changing the game state to a normal game state. In addition, in the pachinko machine P of this embodiment, as mentioned above, the probability of winning a jackpot in the low-probability game state is approximately 1 / 300 (see Figure 7(a)), and in effect, the above-mentioned low-probability time-saving game state LJT1 will continue until a jackpot is won again.

[0096] As shown in Figure 10(d), if a time-saving award is won during normal gaming and the time-saving symbol J2 is determined, the non-time-saving gaming state is changed to the time-saving gaming state JT2 while the low-probability gaming state remains unchanged when the variable display of the time-saving symbol J2 as a special symbol ends and the above-mentioned stopped display time has elapsed. In other words, when the variable display of the time-saving symbol J2 ends and the stopped display time has elapsed, the low-probability time-saving gaming state LJT2 is set. In addition, the number of time-saving times is set to 10,000. In this case, the low-probability time-saving game state LJT2 continues until the result of the win / loss lottery is derived 10,000 times without winning the jackpot (until the number of times the special symbol changes reaches 10,000). Then, if the result of the win / loss lottery during the low-probability time-saving game state LJT2 is not a jackpot win all 10,000 times, the low-probability game state remains, and the time-saving game state JT2 is changed to a non-time-saving game state, thereby changing the game state to a normal game state. In addition, in the pachinko machine P of this embodiment, as mentioned above, the probability of winning a jackpot in the low-probability game state is approximately 1 / 300 (see Figure 7(a)), and in effect, the above-mentioned low-probability time-saving game state LJT2 will continue until a jackpot is won again.

[0097] As mentioned above, in the pachinko machine P according to this embodiment, even in a game state other than the normal game state (low probability time-saving game state LJT1, low probability time-saving game state LJT2, high probability time-saving game state), there are cases where a time-saving award is won and the time-saving pattern J1 or J2 is determined, but in this case, the game state that has been set continues as is.

[0098] Furthermore, when a time-saving award is won during normal game mode, the timing for setting the game mode to the low-probability time-saving game mode LJT1 or LJT2 is not limited to the point at which the above-mentioned stop display time has elapsed, but may be any point from the start to the end of the variable display of the above-mentioned time-saving pattern (for example, the start point, any point during the variable display, the end point, etc.).

[0099] As described above, the variation pattern table 114 is used to determine the variation pattern command. In the pachinko machine P according to this embodiment, when the special symbol is determined as described above, a variation pattern command is determined based on the result of the determination. As described above, the variation pattern command is used to determine the variation pattern of the variation presentation, and the variation pattern command determines the mode and variation time of the variation presentation (the variation time of the variable display of the special symbol). Note that in the pachinko machine P according to this embodiment, the variation presentation is divided into a first half and a second half, and the mode and variation time of the first half of the variation presentation, as well as the mode and variation time of the second half of the variation presentation, are both determined by the variation pattern command. Specifically, the determined variation pattern command is transmitted from the main control board 100 to the sub-control board 300, and the sub-control board 300 determines the specific form of the variation performance (for example, the image to be displayed on the display unit 21a) based on the received variation pattern command.

[0100] In addition, in the pachinko machine P according to this embodiment, a plurality of types of variation pattern commands are provided, and each variation pattern command is associated with a variation pattern table 114. Then, for each variation pattern table 114, the type of variation pattern command to be determined and the determination ratio are set.

[0101] The pachinko machine P of this embodiment has, as the variation pattern table 114, table MP1 that is referenced during the normal game state, table MP2 that is referenced during the low-probability time-shortened game state LJT1, table MP3 that is referenced during the low-probability time-shortened game state LJT2, and table MP4 that is referenced during the high-probability time-shortened game state (see Figures 11 and 12).

[0102] Then, when a game ball enters the first start winning port 15 or the second start winning port 16, one fluctuation pattern random number is obtained within the numerical range of 0 to 249, and a fluctuation pattern command is determined based on this obtained fluctuation pattern random number, the special pattern determined as described above, the current reserved number (first reserved number or second reserved number), and the fluctuation pattern table 114 according to the current game status.

[0103] Here, during the normal game state or the low-probability time-saving game state LJT1, the player is allowed to play in the first game area 12a, so in principle the game ball enters the first start winning port 15 and the game ball entering the second start winning port 16 is irregular, but regardless of whether the game ball enters the first start winning port 15 or the second start winning port 16, the fluctuation pattern command is determined using the same fluctuation pattern table 114 according to the current game state. Similarly, during a low probability time-saving game state LJT2 or a high probability time-saving game state, the player is made to play in the second game area 12b, so that in principle the game ball enters the second start winning port 16 and the game ball entering the first start winning port 15 is irregular, but regardless of whether the game ball enters the first start winning port 15 or the second start winning port 16, the variation pattern command is determined using the same variation pattern table 114 according to the game state of the point dictionary. In addition, when determining a variation pattern command based on a game ball entering the first start winning port 15, the first reserved number at that time is referenced, and when determining a variation pattern command based on a game ball entering the second start winning port 16, the second reserved number at that time is referenced.

[0104] In addition, as the fluctuation pattern table 114, a separate table may be provided for each of the current game state and the type of start winning port into which the gaming ball has entered (first start winning port 15 (first special random number), second start winning port 16 (second special random number)). In other words, the fluctuation pattern command may be determined by referring to the fluctuation pattern table 114 according to the current game state and the start winning port into which the gaming ball has entered.

[0105] As shown in FIG. 11(a), according to the table MP1 referred to during the normal game state, when a losing symbol Z1 or Z2 is determined (i.e., the result of the lottery is a losing one), and the current reserved number (first reserved number, second reserved number) is 0 or 1, when the fluctuation pattern random number is 0 to 219, the fluctuation pattern command "00H" is determined, which corresponds to the fluctuation pattern "13-second fluctuation" (a fluctuation pattern in which the fluctuation time of the first half is set to 0 seconds and the fluctuation time of the second half is set to 13 seconds). When the fluctuation pattern random number is between 220 and 239, the fluctuation pattern command "02H" is determined, which is associated with the fluctuation pattern "20-second fluctuation" (a fluctuation pattern in which the fluctuation time for the first half is set to 13 seconds and the fluctuation time for the second half is set to 7 seconds), and when the fluctuation pattern random number is between 240 and 249, the fluctuation pattern command "03H" is determined, which is associated with the fluctuation pattern "60-second fluctuation" (a fluctuation pattern in which the fluctuation time for the first half is set to 13 seconds and the fluctuation time for the second half is set to 47 seconds).

[0106] In addition, when a losing symbol Z1 or Z2 is determined and the current number of reserved symbols is 2 or more, if the fluctuation pattern random number is 0 to 219, the fluctuation pattern command "01H" associated with the fluctuation pattern "3-second fluctuation" (a fluctuation pattern in which the fluctuation time for the first half is set to 0 seconds and the fluctuation time for the second half is set to 3 seconds) is determined, if the fluctuation pattern random number is 220 to 239, the fluctuation pattern command "02H" associated with the fluctuation pattern "20-second fluctuation" is determined, and if the fluctuation pattern random number is 240 to 249, the fluctuation pattern command "03H" associated with the fluctuation pattern "60-second fluctuation" is determined.

[0107] Furthermore, when the jackpot pattern X1, X2, X3, X4, X5 or X6 is determined (i.e., the result of the lottery is a jackpot), regardless of the current number of reserved balls, if the fluctuation pattern random number is between 0 and 24, the fluctuation pattern command "0AH" associated with the fluctuation pattern of "20-second fluctuation" is determined, and if the fluctuation pattern random number is between 25 and 249, the fluctuation pattern command "0BH" associated with the fluctuation pattern of "60-second fluctuation" is determined.

[0108] Furthermore, when the time-saving pattern J1 is determined, regardless of the current number of reserved balls, when the fluctuation pattern random number is between 0 and 249 (i.e., whatever the value of the fluctuation pattern random number), the fluctuation pattern command "0EH" associated with the fluctuation pattern of "13-second fluctuation" is determined. In addition, when the time-saving pattern J2 is determined, regardless of the current number of reserved symbols, when the fluctuation pattern random number is 0 to 249, the fluctuation pattern command "0FH" associated with the fluctuation pattern of "13-second fluctuation" is determined.

[0109] As shown in Figure 11(b), according to table MP2 referenced during the low-probability time-saving game state LJT1, when a losing symbol Z1 or Z2 is determined and the current number of reserved symbols is 0 or 1, if the fluctuation pattern random number is 0 to 219, the fluctuation pattern command "10H" associated with the fluctuation pattern of "13-second fluctuation" is determined, if the fluctuation pattern random number is 220 to 239, the fluctuation pattern command "12H" associated with the fluctuation pattern of "20-second fluctuation" is determined, and if the fluctuation pattern random number is 240 to 249, the fluctuation pattern command "13H" associated with the fluctuation pattern of "60-second fluctuation" is determined.

[0110] In addition, when a losing symbol Z1 or Z2 is determined and the current number of reserved symbols is 2 or more, if the fluctuation pattern random number is 0 to 219, the fluctuation pattern command "11H" associated with the fluctuation pattern of "3-second fluctuation" is determined, if the fluctuation pattern random number is 220 to 239, the fluctuation pattern command "12H" associated with the fluctuation pattern of "20-second fluctuation" is determined, and if the fluctuation pattern random number is 240 to 249, the fluctuation pattern command "13H" associated with the fluctuation pattern of "60-second fluctuation" is determined.

[0111] In addition, when the jackpot pattern X1, X2, X3, X4, X5 or X6 is determined, regardless of the current number of reserved symbols, if the fluctuation pattern random number is 0 to 24, the fluctuation pattern command "1AH" associated with the fluctuation pattern of "20-second fluctuation" is determined, and if the fluctuation pattern random number is 25 to 249, the fluctuation pattern command "1BH" associated with the fluctuation pattern of "60-second fluctuation" is determined.

[0112] In addition, when the time-saving pattern J1 or J2 is determined, regardless of the current number of reserved symbols, when the fluctuation pattern random number is 0 to 249, the fluctuation pattern command "1CH" associated with the fluctuation pattern of "13-second fluctuation" is determined.

[0113] As shown in Figure 12(a), according to table MP3 referenced during the low-probability time-saving game state LJT2, when a losing symbol Z1 or Z2 is determined and the current number of reserved symbols is 0 or 1, if the fluctuation pattern random number is 0 to 219, the fluctuation pattern command "20H" associated with the fluctuation pattern of "13-second fluctuation" is determined, if the fluctuation pattern random number is 220 to 239, the fluctuation pattern command "22H" associated with the fluctuation pattern of "20-second fluctuation" is determined, and if the fluctuation pattern random number is 240 to 249, the fluctuation pattern command "23H" associated with the fluctuation pattern of "45-second fluctuation" (the fluctuation time of the first half is 13 seconds and the fluctuation time of the second half is 32 seconds) is determined.

[0114] In addition, when a losing symbol Z1 or Z2 is determined and the current number of reserved symbols is 2 or more, if the fluctuation pattern random number is 0 to 219, the fluctuation pattern command "21H" associated with the fluctuation pattern "2-second fluctuation" (a fluctuation pattern in which the fluctuation time for the first half is set to 0 seconds and the fluctuation time for the second half is set to 2 seconds) is determined, if the fluctuation pattern random number is 220 to 239, the fluctuation pattern command "22H" associated with the fluctuation pattern "20-second fluctuation" is determined, and if the fluctuation pattern random number is 240 to 249, the fluctuation pattern command "23H" associated with the fluctuation pattern "45-second fluctuation" is determined.

[0115] In addition, when the jackpot pattern X1, X2, X3, X4, X5 or X6 is determined, regardless of the current number of reserved symbols, if the fluctuation pattern random number is 0 to 24, the fluctuation pattern command "2AH" associated with the fluctuation pattern of "20 seconds fluctuation" is determined, and if the fluctuation pattern random number is 25 to 249, the fluctuation pattern command "2BH" associated with the fluctuation pattern of "45 seconds fluctuation" is determined.

[0116] In addition, when the time-saving pattern J1 or J2 is determined and the current number of reserved symbols is 0 or 1, if the fluctuation pattern random number is 0 to 219, the fluctuation pattern command "2CH" associated with the fluctuation pattern of "13-second fluctuation" is determined, if the fluctuation pattern random number is 220 to 239, the fluctuation pattern command "2EH" associated with the fluctuation pattern of "20-second fluctuation" is determined, and if the fluctuation pattern random number is 240 to 249, the fluctuation pattern command "2FH" associated with the fluctuation pattern of "45-second fluctuation" is determined. In addition, when the time-saving symbol J1 or J2 is determined and the current number of reserved symbols is 2 or more, if the fluctuation pattern random number is 0 to 219, the fluctuation pattern command "2DH" associated with the fluctuation pattern of "2-second fluctuation" is determined, if the fluctuation pattern random number is 220 to 239, the fluctuation pattern command "2EH" associated with the fluctuation pattern of "20-second fluctuation" is determined, and if the fluctuation pattern random number is 240 to 249, the fluctuation pattern command "2FH" associated with the fluctuation pattern of "45-second fluctuation" is determined.

[0117] As shown in Figure 12(b), according to table MP4 which is referenced during the high probability time-saving game state, when a losing symbol Z1 or Z2 is determined and the current number of reserved symbols is 0 or 1, if the fluctuation pattern random number is 0 to 219, the fluctuation pattern command "30H" associated with the fluctuation pattern of "13-second fluctuation" is determined, if the fluctuation pattern random number is 220 to 239, the fluctuation pattern command "32H" associated with the fluctuation pattern of "20-second fluctuation" is determined, and if the fluctuation pattern random number is 240 to 249, the fluctuation pattern command "33H" associated with the fluctuation pattern of "45-second fluctuation" is determined.

[0118] In addition, when a losing symbol Z1 or Z2 is determined and the current number of reserved symbols is 2 or more, if the fluctuation pattern random number is 0 to 219, the fluctuation pattern command "31H" associated with the fluctuation pattern "1 second fluctuation" (a fluctuation pattern in which the fluctuation time for the first half is set to 0 seconds and the fluctuation time for the second half is set to 1 second) is determined, if the fluctuation pattern random number is 220 to 239, the fluctuation pattern command "32H" associated with the fluctuation pattern "20 second fluctuation" is determined, and if the fluctuation pattern random number is 240 to 249, the fluctuation pattern command "33H" associated with the fluctuation pattern "45 second fluctuation" is determined.

[0119] In addition, when the jackpot pattern X1, X2, X3, X4, X5 or X6 is determined, regardless of the current number of reserved symbols, if the fluctuation pattern random number is 0 to 24, the fluctuation pattern command "3AH" associated with the fluctuation pattern of "20 seconds fluctuation" is determined, and if the fluctuation pattern random number is 25 to 249, the fluctuation pattern command "3BH" associated with the fluctuation pattern of "45 seconds fluctuation" is determined.

[0120] In addition, when the time-saving pattern J1 or J2 is determined and the current number of reserved symbols is 0 or 1, if the fluctuation pattern random number is 0 to 219, the fluctuation pattern command "3CH" associated with the fluctuation pattern of "13-second fluctuation" is determined, if the fluctuation pattern random number is 220 to 239, the fluctuation pattern command "3EH" associated with the fluctuation pattern of "20-second fluctuation" is determined, and if the fluctuation pattern random number is 240 to 249, the fluctuation pattern command "3FH" associated with the fluctuation pattern of "45-second fluctuation" is determined. In addition, when the time-saving symbol J1 or J2 is determined and the current number of reserved symbols is 2 or more, if the fluctuation pattern random number is 0 to 219, the fluctuation pattern command "3DH" associated with the fluctuation pattern of "1 second fluctuation" is determined, if the fluctuation pattern random number is 220 to 239, the fluctuation pattern command "3EH" associated with the fluctuation pattern of "20 second fluctuation" is determined, and if the fluctuation pattern random number is 240 to 249, the fluctuation pattern command "3FH" associated with the fluctuation pattern of "45 second fluctuation" is determined.

[0121] The variation pattern command determined as above is transmitted to the sub-control board 300, and the specific mode of the first half of the variation performance and the specific mode of the second half of the variation performance are determined based on the variation pattern command. Then, the variation performance is executed according to the specific mode determined in this way, and the sum of the variation time of the first half and the variation time of the second half set in the variation pattern command becomes the time from the start to the end of the variation performance (variable display of special symbols). For example, if the determined fluctuation pattern command is "02H" (the fluctuation time of the first half is 13 seconds, and the fluctuation time of the second half is 7 seconds), the sum of the fluctuation time of the first half and the fluctuation time of the second half, 20 seconds (= 13 seconds + 7 seconds), will be the fluctuation time of the entire fluctuation performance (the entire fluctuation display of the special pattern). In addition, for the fluctuation pattern commands "00H", "01H", "0EH", "0FH", "10H", "11H", "1CH", "20H", "21H", "2CH", "2DH", "30H", "31H", "3CH", and "3DH", the fluctuation time for the first half is set to "0 seconds". When these fluctuation pattern commands are determined, the entire fluctuation performance is executed in the manner determined according to the fluctuation pattern command during the corresponding fluctuation time for the second half.

[0122] In addition, based on the above-mentioned change time, the change performance is performed on the performance display device 21, and the change display of the special pattern is performed on the special pattern display device (first special pattern display device 30 or second special pattern display device 31). Specifically, if the starting winning slot into which the gaming ball has entered is the first starting winning slot 15, the first special symbol display device 30 will be displayed in a flashing manner during the above-mentioned variable time, and if the starting winning slot into which the gaming ball has entered is the second starting winning slot 16, the second special symbol display device 31 will be displayed in a flashing manner during the above-mentioned variable time. After the variable time has elapsed, the determined special symbol will be displayed in a static manner until the static display time described below has elapsed.

[0123] Regarding the mode of the variable presentation, rather than determining either the mode of the first half of the variable presentation or the mode of the second half of the variable presentation based on the variable pattern command, it is also possible to determine other commands in addition to the variable pattern command, and determine the mode of the first half of the variable presentation based on one of the commands, and determine the mode of the second half of the variable presentation based on the other command. Furthermore, instead of dividing the variable performance into a first half and a second half, it may be divided into more parts, with the aspect of each part being determined based on the corresponding command.

[0124] As described above, the stop display time table 115 is used to determine the stop display time for which the special symbol is stopped and displayed after the variable display of the special symbol has finished. This stop display time table 115 defines a stop display time according to the current game state (the game state at the time of execution of the win / lose lottery) and the type of special symbol determined as described above. The main CPU 101 determines the stop display time according to the current game state and the determined special symbol by referring to this stop display time table 115. Then, when the variable display of the special symbol ends (stops), the special symbol is displayed in a stopped state until the determined stop display time has elapsed. As shown in FIG. 13, according to the stop display time table 115, when the current game state is the normal game state, if a losing symbol Z1 or Z2 is determined, a stop display time of 0.5 seconds is determined, if a jackpot symbol X1, X2, X3, X4, X5 or X6 is determined, a stop display time of 0.5 seconds is determined, and if a time-saving symbol J1 or J2 is determined, a stop display time of 20 seconds is determined. In addition, when the current game state is the low probability time-saving game state LJT1, the low probability time-saving game state LJT2 or the high probability time-saving game state, when a losing symbol Z1 or Z2 is determined, when a jackpot symbol X1, X2, X3, X4, X5 or X6 is determined, or when a time-saving symbol J1 or J2 is determined, a stop display time of 0.5 seconds is determined.

[0125] Next, the processing related to normal gameplay will be explained. In the pachinko machine P according to this embodiment, when a gaming ball that is launched by a launching device (not shown) and flows down the gaming area 12 passes through the gate 20, a lottery for a normal symbol is held to determine whether or not to activate the movable piece 16b and cause the movable piece 16b to protrude. If a winning normal symbol is selected by the lottery, the movable piece 16b will be protruded for a predetermined operating time, and the gaming ball that has flowed down to the right end of the upper surface of the movable piece 16b will be guided to the second start winning opening 16, making it possible for the gaming ball to enter the second start winning opening 16. The lottery for this normal symbol is conducted based on a winning determination random number obtained when the game ball passes through gate 20, and a winning determination random number determination table 116 stored in main ROM 102 for determining the random number.

[0126] When the gaming ball passes through gate 20, the above-mentioned winning determination random number is obtained, and the random number value is stored in the general map reserve memory area of ​​main RAM 103, up to a maximum of four. Specifically, this general map reserve memory area is composed of a total of four memory units, from the first memory unit to the fourth memory unit, and the numbers are stored starting from the first memory unit in the order of passing through gate 20. Furthermore, if winning determination random numbers have already been stored in several memory units, the winning determination random number is stored in the memory unit with the smallest number among the empty memory units. Therefore, if four winning determination random numbers have already been stored in the general map reserve memory area, even if the gaming ball passes through gate 20, the winning determination random number related to this passage will not be stored in the general map reserve memory area. In the pachinko machine P according to this embodiment, the winning determination random number is a hardware random number built into the main control board 100. This winning determination random number is updated according to a set rule, and the random number sequence is automatically changed every time the random number sequence completes one cycle, and the start value is changed every time the system is reset. In addition, in the pachinko machine P of this embodiment, the number of winning determination random numbers (hereinafter also referred to as the regular number of reserved numbers) stored in the regular number of reserved numbers memory area is stored in a regular number of reserved numbers counter (not specifically shown).

[0127] The winning determination random number judgment table 116 is used to judge whether or not a winning has occurred by drawing a normal symbol, and as shown in Figures 14(a) to 14(c), it includes a first judgment table 116a that is referenced during a non-time-shortened game state (i.e., during a normal game state), a second judgment table 116b that is referenced during a time-shortened game state JT1 (i.e., during a low-probability time-shortened game state LJT1), and a third judgment table 116c that is referenced during a time-shortened game state JT2 (i.e., during a low-probability time-shortened game state LJT2 or a high-probability time-shortened game state). Although not specifically shown, the first judgment table 116a is also referenced during a special game. In the pachinko machine P according to this embodiment, when a gaming ball passes through the gate 20, one winning determination random number within a numerical range of 0 to 65535 is obtained. If the gaming state at the time of drawing the normal symbol is the non-time-saving gaming state, the first judgment table 116a is selected, and the normal symbol is drawn based on the obtained winning determination random number and the selected first judgment table 116a. If the gaming state at the time of drawing the normal symbol is the time-saving gaming state JT1, the second judgment table 116b is selected, and the normal symbol is drawn based on the obtained winning determination random number and the selected second judgment table 116b. If the gaming state at the time of drawing the normal symbol is the time-saving gaming state JT2, the third judgment table 116c is selected, and the normal symbol is drawn based on the obtained winning determination random number and the selected third judgment table 116c.

[0128] 14(a), according to the first determination table 116a, a winning determination random number is determined to be a winning number if it is between 1 and 65500, and a losing determination random number is determined to be a losing number if it is between 0, 65501 and 65535. Therefore, the probability of winning according to this first determination table 116a is approximately 99 / 100. 14(b), according to the second determination table 116b, similarly to the first determination table 116a, a win is determined when the winning determination random number is between 1 and 65500, and a loss is determined when the winning determination random number is other than this (0, 65501 to 65535). Therefore, the probability of winning in this second determination table 116b is also approximately 99 / 100, similarly to the first determination table 116a. 14(c), according to the third judgment table 116c, similarly to the first judgment table 116a and the second judgment table 116b, a win is determined when the winning determination random number is between 1 and 65500, and a loss is determined when the winning determination random number is other than this (0, 65501 to 65535). Therefore, the probability of winning in this third judgment table 116c is also approximately 99 / 100, similarly to the first judgment table 116a and the second judgment table 116b. As described above, the pachinko machine P according to this embodiment is set so that the probability of winning by lottery of normal symbols is the same regardless of the game state. If the regular pattern is drawn and a winning pattern is selected, the winning pattern will be determined, and if the regular pattern is drawn and a losing pattern is selected, the losing pattern will be determined.

[0129] In addition, the pachinko machine P of this embodiment is equipped with a normal pattern variation pattern determination table 117 and a movable piece operation control table 118 as tables for determining the normal pattern variation pattern and controlling the operation of the movable piece 16b.

[0130] The normal symbol variation pattern determination table 117 is for determining the variation pattern of the normal symbol. As described above, when a lottery for a normal symbol is performed by a gaming ball passing through the gate 20, the variation pattern of the normal symbol is determined based on this normal symbol variation pattern determination table 117. In the pachinko machine P according to this embodiment, as shown in Fig. 15, when the game state is the non-time-saving game state, a normal symbol variation pattern with a 10-second variation time is determined, when the game state is the time-saving game state JT1, a normal symbol variation pattern with a 9.5-second variation time, which is slightly shorter than that of the non-time-saving game state, is determined, and when the game state is the time-saving game state JT2, a normal symbol variation pattern with a 1-second variation time, which is extremely shorter than that of the non-time-saving game state and the time-saving game state JT1, is determined. Note that, although not specifically shown, during special play, a normal symbol variation pattern with a 10-second variation time is determined, just like in the non-time-saving game state. Then, when the normal symbol variation pattern is determined, the normal symbol display device 32 (see FIG. 3) flashes for the variation time set for this normal symbol variation pattern. When the normal symbol lottery results in a win and a winning symbol is determined, the normal symbol display device 32 lights up, and when the lottery results in a loss and a losing symbol is determined, the normal symbol display device 32 goes out. In this specification, the flashing display of the normal pattern display device 32 is referred to as "normal pattern change," and the lighting or turning off of the normal pattern display device 32 is referred to as "normal pattern stop display," "stop of normal pattern change," "stop of normal pattern change," etc.

[0131] In addition, the movable piece operation control table 118 is referenced to control the operation of the movable piece 16b provided adjacent to the second start winning port 16. In the pachinko machine P according to this embodiment, when the normal symbol display device 32 is turned on, the movable piece 16b is operated in a manner determined by the movable piece operation control table 118. Specifically, when the gaming state is the non-time-shortened gaming state, as shown in Fig. 16, the movable piece solenoid 16c is energized for 0.05 seconds (= 0.05 seconds × 1 time), so that the movable piece 16b is in a protruding state for 0.05 seconds. Also, when the gaming state is the time-shortened gaming state JT1, as shown in Fig. 16, the movable piece solenoid 16c is energized for 0.08 seconds (= 0.08 seconds × 1 time), so that the movable piece 16b is in a protruding state for 0.08 seconds, which is slightly longer than that in the non-time-shortened gaming state. Furthermore, when the gaming state is the time-shortened gaming state JT2, the movable piece solenoid 16c is energized for 3 seconds (= 3 seconds × 1 time) as shown in Figure 16, so that the movable piece 16b is in a protruding state for 3 seconds, which is longer than in the non-time-shortened gaming state and the time-shortened gaming state JT1. Although not specifically shown, during special gaming, the movable piece 16b is in a protruding state for 0.05 seconds, just like in the non-time-shortened gaming state.

[0132] As described above, during the non-time-saving gaming state (normal gaming state), there is an extremely high probability of winning in the lottery for the normal symbol that is executed when the gaming ball passes through gate 20, and there are many opportunities for movable piece 16b to be in the protruding state. However, since the fluctuation time of the normal symbol is 10 seconds and the operation time of movable piece 16b is 0.05 seconds, the time it takes for movable piece 16b to change from the recessed state to the protruding state is long (the interval from one protruding state to the next protruding state is long), and the time for which movable piece 16b is maintained in the protruding state is extremely short. Furthermore, the time for which this protruding state is maintained is shorter than the opening arrival time (the time it takes for the gaming ball at the right end of the upper surface of movable piece 16b to reach the opening of second start winning hole 16), which is approximately 0.3 seconds. Therefore, during the non-time-saving game state, the movable piece 16b is almost completely submerged, and even if it protrudes, the game ball at the right end of the upper surface of the movable piece 16b will be submerged before reaching the opening of the second start winning port 16, so in principle it is impossible for a game ball that has entered the second game area 12b to enter the second start winning port 16.

[0133] Furthermore, during the time-saving game state JT1 (low-probability time-saving game state LJT1), the probability of winning in the lottery for the normal symbol is the same as during the non-time-saving game state, so there are many opportunities for the movable piece 16b to be in the protruding state, just as during the non-time-saving game state. However, because the normal symbol variation time is 9.5 seconds and the movable piece 16b operation time is 0.08 seconds, just as during the non-time-saving game state, the time it takes for the movable piece 16b to change from the immersed state to the protruding state is long, and the time the movable piece 16b is maintained in the protruding state is extremely short. Furthermore, the time maintained in this protruding state is shorter than the aforementioned opening time (approximately 0.3 seconds). Therefore, although there are some differences in the normal pattern change time and the operating time of the movable piece 16b compared to the non-time-saving game state, even during the time-saving game state JT1, the movable piece 16b is almost always in a immersed state, and even if it is in a protruding state, the game ball at the right end of the upper surface of the movable piece 16b will be in a immersed state before reaching the opening of the second start winning port 16, so in principle it is impossible for a game ball that has entered the second game area 12b to enter the second start winning port 16.

[0134] In contrast, during the time-shortened game state JT2 (low-probability time-shortened game state LJT2 and high-probability time-shortened game state), the probability of winning in the lottery for the normal symbol is the same as during the non-time-shortened game state and the time-shortened game state JT1. Therefore, just like during the non-time-shortened game state and the time-shortened game state JT1, there are many opportunities for the movable piece 16b to be in the protruding state. Furthermore, the normal symbol fluctuation time is 1 second, which is shorter than during the non-time-shortened game state and the time-shortened game state JT1, and the movable piece 16b's operating time is 3 seconds, which is longer than during the non-time-shortened game state and the time-shortened game state JT1. Therefore, the time it takes for the movable piece 16b to change from the recessed state to the protruding state is shorter than during the non-time-shortened game state and the time-shortened game state JT1, and the time the movable piece 16b is maintained in the protruding state is longer. Furthermore, the time the movable piece 16b is maintained in the protruding state is longer than the aforementioned opening time (approximately 0.3 seconds). Therefore, during the time-saving game state JT2, the period during which the movable piece 16b is in a protruding state becomes longer, and the game ball at the right end of the upper surface of the movable piece 16b can be guided to the opening of the second start winning port 16, so that the game ball that enters the second game area 12b can enter the second start winning port 16 with a high frequency.

[0135] As described above, in the pachinko machine P of this embodiment, the probability of winning by lottery of the normal symbol is set to be extremely high overall in all of the non-time-saving game state, time-saving game state JT1 and time-saving game state JT2, but by varying the fluctuation time of the normal symbol and the operation time of the movable piece 16b, the possibility of the game ball entering the second start winning port 16 changes. In the pachinko machine P according to this embodiment, while it is not possible for game balls to enter the second start winning port 16 during both the non-time-shortened game state and the time-shortened game state JT1, game balls can enter the second start winning port 16 with high frequency during the time-shortened game state JT2. Therefore, during the time-shortened game state JT2 (during the low-probability time-shortened game state LJT2 and the high-probability time-shortened game state), prize balls can be frequently obtained based on game balls entering the second start winning port 16, and therefore, more opportunities for winning or losing lottery can be obtained per predetermined time while suppressing the decrease in game balls as the game progresses than during the non-time-shortened game state (during the normal game state) and the time-shortened game state JT1 (during the low-probability time-shortened game state LJT1).

[0136] Furthermore, in the pachinko machine P according to this embodiment, during the time-shortened game state JT2, control is performed to shorten the average time for the special symbol to fluctuate compared to during the non-time-shortened game state and the time-shortened game state JT1 (the so-called special symbol fluctuating shortening function is activated) (see Figures 11 and 12). This, coupled with the change in the frequency of game balls entering the second start winning slot 16, makes it easier to execute the win / lose lottery and the variable display of the special symbol during the time-shortened game state JT2 compared to during the non-time-shortened game state and the time-shortened game state JT1. In other words, the frequency of the execution of the win / lose lottery (in other words, the frequency of the variable display of the special symbol) is changed.

[0137] In order to change the probability of a game ball entering the second start winning slot 16, the execution frequency of the win / lose lottery, and the variable display of the special symbol for each game state, one or more of the elements that determine the performance of the normal game (the probability of winning in the lottery for the normal symbol, the variable time of the normal symbol, the operating time of the movable piece 16b) may be set to be different for each game state, or all of the elements may be set to be different. Also, while all of the elements that determine the performance of the normal game are set to be the same in any game state, the average variable time of the special symbol may be set to be different for each game state.

[0138] (Outline of processing in pachinko machine P) Next, an outline of the processing executed by the main control board 100 as the special game, normal game, and bonus game described above progresses will be explained using a flowchart. First, the main processing of the main control board 100 will be described. When power is supplied from the power supply board, a system reset occurs in the main CPU 101, and the main CPU 101 executes the main processing shown in the flowchart of FIG.

[0139] In step 100, the main CPU 101 executes initialization processing, and then proceeds to the next step 101. In step 101, the main CPU 101 updates the initial value update random number for the special symbol random number, which is referenced when updating the special symbol random number. This initial value update random number for the special symbol random number is used to determine the initial value of the special symbol random number. In other words, the special symbol random number is updated using the initial value update random number for the special symbol random number at the time the update is started as its initial value. Then, once this random number range has been completed, the update of the special symbol random number continues using the initial value update random number for the special symbol random number at that time as its initial value. Then, the process proceeds to the next step 102.

[0140] In step 102, the main CPU 101 updates the fluctuation pattern random number for determining the fluctuation pattern. After the processing of step 102 is completed, the processing of steps 101 and 102 is repeatedly executed until a predetermined interrupt processing is performed.

[0141] Next, the initialization process in step 100 described above will be described with reference to the flowchart in FIG. In step 130, the main CPU 101 executes initial setting processing required to execute various processes when power is restored (when the power switch is turned on or when power is restored from an unexpected power outage), such as reading a startup program from the main ROM 102. Then, the process proceeds to the next step 131. In step 131, the main CPU 101 sets a power interruption monitoring time, which is the waiting time until the execution of the above-mentioned various processes starts after power is restored, in a power interruption monitoring time timer counter. Then, the process proceeds to step 132.

[0142] In step 132, the main CPU 101 determines whether or not a power interruption occurrence signal has been detected. If it is determined that a power interruption occurrence signal has been detected, the process returns to step 131. On the other hand, if it is determined that a power interruption occurrence signal has not been detected, the process proceeds to the next step 133. In step 133, the main CPU 101 determines whether the power interruption monitoring time set in the above-mentioned step 131 has elapsed. If it is determined that the time has not elapsed, the process returns to step 132. On the other hand, if it is determined that the time has elapsed, the process proceeds to the next step 134. Note that a decrement timer is used as the power interruption monitoring time timer counter, and the timer counter is decremented by 1 each time the above-mentioned power interruption occurrence signal detection determination is made, and when the timer counter reaches 0, it is determined that the power interruption monitoring time has elapsed.

[0143] In step 134, the main CPU 101 permits access to the main RAM 103. This processing enables various data to be stored in the main RAM 103 and read (loaded) from the main RAM 103. Then, the process proceeds to the next step, step 135. In step 135, the main CPU 101 determines whether the conditions for the RAM clear process are met. That is, the main CPU 101 checks whether the power was turned on (the power switch was turned on) while the RAM clear switch provided on the power supply board was operated, or whether an inconsistency occurred between the data stored in the main RAM 103 at the time of the unexpected power outage and the data stored in the main RAM 103 upon recovery from the unexpected power outage. If the power was turned on while the RAM clear switch was operated or an inconsistency occurred in the stored data, the main CPU 101 determines that the conditions for the RAM clear process are met. On the other hand, if the power was turned on without the RAM clear switch being operated or if recovery from the unexpected power outage occurred without an inconsistency occurring in the data stored in the main RAM 103, the main CPU 101 determines that the conditions for the RAM clear process are not met. If it is determined that the conditions for the RAM clear process are not met, the process proceeds to step 138. On the other hand, if it is determined that the conditions for the RAM clear process are met, the process proceeds to the next step 136.

[0144] In step 136, the main CPU 101 executes RAM clear processing (i.e., clearing the data stored in the main RAM 103). When the RAM clear processing is executed, the game state set before the power outage is cleared, and the normal game state is set. Then, the process proceeds to the next step 137. In step 137, the main CPU 101 transmits a RAM clear command indicating that the RAM clear process has been executed to the shot / payout control board 200 and the sub-control board 300. Then, the process proceeds to step 140.

[0145] In step 138, which is reached when it is determined in step 135 that the conditions for the RAM clearing process are not met, the main CPU 101 executes a normal power interruption recovery process, which clears only a portion of the data stored in the main RAM 103 before the power interruption occurred and maintains the other data. Note that even when the normal power interruption recovery process is executed, the game state set before the power interruption occurs is not cleared, and the game state is maintained as is. Then, the process proceeds to the next step 139. In step 139, the main CPU 101 transmits a power failure recovery command indicating that power has been restored to the launch / dispensing control board 200 and the sub-control board 300. Then, the process proceeds to the next step 140.

[0146] In step 140, the main CPU 101 transmits various commands based on the power outage recovery to the sub-control board 300. The commands transmitted to the sub-control board 300 upon power outage recovery include a first reservation number designation command indicating the first reservation number, a second reservation number designation command indicating the second reservation number, a game state designation command indicating the game state at the time of power outage recovery, and a launch position designation command indicating the direction of the game ball launch (either right or left hit). Then, the initialization process ends.

[0147] Next, the power cut-off and evacuation process of the main control board 100 will be described. In the pachinko machine P according to this embodiment, when the voltage of the supplied power source falls below a predetermined value, the main processing of the main control board 100 described above is interrupted and the power cut-off evacuation processing shown in the flowchart of FIG. 19 is executed.

[0148] In step 150, the main CPU 101 determines whether or not a power interruption occurrence signal has been detected. If it is determined that a power interruption occurrence signal has been detected, the process proceeds to step 152. On the other hand, if it is determined that a power interruption occurrence signal has not been detected, the process proceeds to the next step 151. In step 151, the main CPU 101 performs processing to permit interruption, and then ends the power interruption evacuation processing.

[0149] Furthermore, in step 152, which is reached when it is determined in step 150 that a power interruption occurrence signal has been detected, the main CPU 101 prohibits access to the main RAM 103. As a result of this processing, it becomes impossible to store various data in the main RAM 103 or read (load) various data from the main RAM 103, and the data stored in the main RAM 103 is maintained. Then, the process proceeds to the next step, step 153. In step 153, the main CPU 101 sets the power interruption monitoring time in the power interruption monitoring time timer counter. Then, the process proceeds to step 154.

[0150] In step 154, the main CPU 101 determines whether or not a power interruption occurrence signal has been detected. If it is determined that a power interruption occurrence signal has been detected, the process returns to step 153. On the other hand, if it is determined that a power interruption occurrence signal has not been detected, the process proceeds to the next step 155. In step 155, the main CPU 101 determines whether the power interruption monitoring time set in the above-mentioned step 153 has elapsed. If it is determined that the time has not elapsed, the process returns to step 154. On the other hand, if it is determined that the time has elapsed, the power interruption evacuation process is terminated and the above-mentioned initialization process is executed. The determination of whether the power interruption monitoring time has elapsed is performed in the same manner as the determination in the above-mentioned initialization process. If a power outage occurs, the operation of the pachinko machine P will stop while the above-mentioned steps 153 to 155 are looped.

[0151] Next, the timer interrupt process of the main control board 100 will be described. A reset clock pulse generating circuit provided on the main control board 100 generates a clock pulse at a predetermined period (4 milliseconds in the pachinko machine P of this embodiment), thereby executing the timer interrupt processing shown in the flowchart of Figure 20.

[0152] In step 200, the main CPU 101 executes a timer update process for updating various timer counters, and then proceeds to step 201. In addition, the pachinko machine P of this embodiment uses a countdown timer, and the timer counter is decremented by 1 each time the timer interrupt process of the main control board 100 is executed, and the countdown stops when it reaches 0. In step 201, the main CPU 101 updates the special symbol random number. Specifically, the random number counter is updated by adding "1", and if the result of the addition exceeds the maximum value of the random number range, the random number counter is reset to "0", and if the random number counter has completed one cycle, the random number is updated from the value of the initial value update random number for the special symbol random number at that time. Then, the process proceeds to the next step 202.

[0153] In step 202, the main CPU 101 determines whether there is an input from the gate detection sensor 20a, the first start winning hole detection sensor 15a, the second start winning hole detection sensor 16a, and the specific area detection sensor 57a, and executes a sensor detection process to perform a predetermined process based on the result. Then, the process proceeds to the next step 203. In step 203, the main CPU 101 executes a special symbol-related control process for controlling the special symbol game and the special game. Then, the process proceeds to step 204.

[0154] In step 204, the main CPU 101 executes a general game-related control process for controlling the general game. Then, the process proceeds to step 205. In step 205, the main CPU 101 executes error-related processing to control the occurrence and cancellation of various errors. Specifically, when the main control board 100 receives a door open command based on the opening of the front door 3, a tray full command based on the full state of the tray 7, or the like, the main CPU 101 generates a corresponding error designation command (e.g., a door open command, a tray full command, etc.) and stores (sets) it in the performance transmission data storage area. Also, when the main control board 100 no longer receives the above-mentioned commands, the main CPU 101 generates a corresponding error cancellation designation command (e.g., a door close command, a full cancellation command, etc.) and stores it in the performance transmission data storage area. Then, the process proceeds to the next step, 206.

[0155] In step 206, when detection signals from the general prize opening detection sensor 14a, the first start prize opening detection sensor 15a, the second start prize opening detection sensor 16a, and the special prize opening detection sensor 18a are input to the main CPU 101, the main CPU 101 updates the prize ball counters provided corresponding to each detection signal and sends a payout number designation command corresponding to each detection signal to the launch payout control board 200. When prize balls are paid out by the launch payout control board 200, a payout command is sent to the main control board 100 for each payout, and when the main CPU 101 receives the payout command, it decrements the prize ball counter. Then, the process proceeds to the next step 207. In step 207, the main CPU 101 executes the creation of external information data for outputting the game status of the pachinko machine P to the outside of the pachinko machine P, movable piece solenoid data for controlling the operation of the movable piece 16b, large prize opening solenoid data for controlling the opening and closing of the large prize opening 18, display data for various display devices (first special symbol display device 30, second special symbol display device 31, normal symbol display device 32, first special symbol reserve display device 38, second special symbol reserve display device 39, and normal symbol reserve display device 33), etc. Then, the process proceeds to the next step 208.

[0156] In step 208, the main CPU 101 executes output control processing, which performs port output for outputting the signals of the data created in step 207, and command transmission processing for transmitting the commands stored in the performance transmission data storage area, etc. Then, the timer interrupt processing of the main control board 100 is terminated.

[0157] Next, the sensor detection process in step 202 will be described with reference to the flowchart in FIG. In step 300, the main CPU 101 executes gate detection processing for drawing a lottery for a normal symbol based on the fact that the gaming ball has passed through the gate 20. Then, the process proceeds to the next step 301. In step 301, the main CPU 101 executes a first start winning hole detection process for performing a winning / losing lottery based on the game ball entering the first start winning hole 15. Then, the process proceeds to the next step 302.

[0158] In step 302, the main CPU 101 executes a second start winning hole detection process for performing a winning / losing lottery based on the game ball entering the second start winning hole 16. Then, the process proceeds to the next step 303. In step 303, the main CPU 101 executes a specific area detection process for carrying out a predetermined process based on the gaming ball entering the specific area 57. Then, the sensor detection process ends.

[0159] Next, the gate detection process in step 300 will be described with reference to the flowchart in FIG. In step 400, the main CPU 101 determines whether or not a detection signal has been input from the gate detection sensor 20a. If it is determined that a detection signal has not been input from the gate detection sensor 20a, the gate detection process is terminated. On the other hand, if it is determined that a detection signal has been input from the gate detection sensor 20a, the process proceeds to the next step 401. In step 401, the main CPU 101 determines whether the value of the normal map reservation counter (i.e., the current normal map reservation number) is less than "4". If it is determined that the value is not less than "4" (i.e., "4"), it terminates the gate detection processing. On the other hand, if it is determined that the value is less than 4, it proceeds to the next step 402.

[0160] In step 402, the main CPU 101 increments the value of the normal reserved number counter by "1". Then, the process proceeds to step 403. In step 403, the main CPU 101 obtains a winning determination random number and stores it in the general map reserve memory area, and ends the gate detection processing.

[0161] Next, the processing performed when the first start winning slot is detected in step 301 described above will be explained with reference to the flowchart in FIG. In step 500, the main CPU 101 determines whether or not a detection signal has been input from the first start winning hole detection sensor 15a. If it is determined that a detection signal has not been input from the first start winning hole detection sensor 15a, the first start winning hole detection process is terminated. On the other hand, if it is determined that a detection signal has been input from the first start winning hole detection sensor 15a, the process proceeds to the next step 501. In step 501, the main CPU 101 determines whether the value of the first reserved number counter (i.e., the first reserved number at the current time) is less than "4". If it determines that the value is not less than "4" (i.e., "4"), it ends the processing when the first start winning port is detected. On the other hand, if it determines that the value is less than "4", it proceeds to the next step 502.

[0162] In step 502, the main CPU 101 increments the value of the first pending number counter by 1. Then, the process proceeds to step 503. In step 503, the main CPU 101 acquires the win / lose random number and stores it in the memory section of the first reserved memory area. Then, the process proceeds to step 504.

[0163] In step 504, the main CPU 101 acquires the special symbol random number updated in the above-mentioned step 201 and stores it in the memory unit of the first reserved memory area where the win / loss random number was stored in the above-mentioned step 503. Then, proceed to the next step 505. In step 505, the main CPU 101 acquires the variable pattern random number updated in step 102 described above and stores it in the memory section of the first reserved memory area where the win / loss random number was stored in step 503 described above. As a result, the acquired win / loss random number, special symbol random number, and variable pattern random number are all stored in the memory section of the same first reserved memory area. Then, proceed to the next step 506.

[0164] In step 506, the main CPU 101 generates a start winning command indicating that the first special symbol random number has been stored and stores it in the performance transmission data storage area. Then, the process proceeds to step 507. In step 507, the main CPU 101 determines whether the current gaming state is a non-time-shortened gaming state or a time-shortened gaming state JT1. If it is determined that the current gaming state is neither a non-time-shortened gaming state nor a time-shortened gaming state JT1 (i.e., it is a time-shortened gaming state JT2), the first start winning slot detection process is terminated. On the other hand, if it is determined that the current gaming state is a non-time-shortened gaming state or a time-shortened gaming state JT1, the process proceeds to the next step 508.

[0165] In step 508, the main CPU 101 executes a pre-determination process for the stored first special symbol random number to make various determinations regarding the winning / losing lottery before the start of the variation of the special symbol based on the first special symbol random number (at the time when the first special symbol random number is acquired (stored as reserved)). Then, the first start winning slot detection process is terminated.

[0166] Next, the processing performed when the second start winning slot is detected in step 302 described above will be explained with reference to the flowchart in FIG. In step 600, the main CPU 101 determines whether or not a detection signal has been input from the second start winning hole detection sensor 16a. If it is determined that a detection signal has not been input from the second start winning hole detection sensor 16a, the second start winning hole detection process is terminated. On the other hand, if it is determined that a detection signal has been input from the second start winning hole detection sensor 16a, the process proceeds to the next step 601. In step 601, the main CPU 101 determines whether the value of the second reserved number counter (i.e., the current second reserved number) is less than "4". If it determines that the value is not less than "4" (i.e., "4"), it terminates the second start winning port detection process. On the other hand, if it determines that the value is less than "4", it proceeds to the next step 602.

[0167] In step 602, the main CPU 101 increments the value of the second pending number counter by 1. Then, the process proceeds to step 603. In step 603, the main CPU 101 acquires the winning / losing random number and stores it in the memory section of the second reserved memory area. Then, the process proceeds to step 604.

[0168] In step 604, the main CPU 101 acquires the special symbol random number updated in the above-mentioned step 201 and stores it in the memory unit of the second reserved memory area that stored the winning / losing random number in the above-mentioned step 603. Then, proceed to the next step 605. In step 605, the main CPU 101 acquires the variable pattern random number updated in step 102 described above and stores it in the memory section of the second reserved memory area where the win / loss random number was stored in step 603 described above. As a result, the acquired win / loss random number, special symbol random number, and variable pattern random number are all stored in the memory section of the same second reserved memory area. Then, proceed to the next step 606.

[0169] In step 606, the main CPU 101 generates a start winning command indicating that the second special symbol random number has been stored and stores it in the performance transmission data storage area. Then, the process proceeds to step 607. In step 607, the main CPU 101 determines whether the current gaming state is the time-shortened gaming state JT2. If it is determined that the current gaming state is not the time-shortened gaming state JT2 (i.e., the current gaming state is the non-time-shortened gaming state or the time-shortened gaming state JT1), the second start winning slot detection process is terminated. On the other hand, if it is determined that the current gaming state is the time-shortened gaming state JT2, the process proceeds to the next step 608.

[0170] In step 608, the main CPU 101 executes a pre-determination process for making various determinations regarding the winning / losing lottery for the stored second special random number before the start of the variation of the special pattern based on the second special random number (at the time when the second special random number is acquired (stored as reserved)). Then, the process at the time of detecting the second start winning slot is terminated.

[0171] Next, the pre-determination processing of steps 508 and 608 described above will be explained with reference to the flowchart in Fig. 25. In the pre-determination processing of step 508 described above, the following processing is executed based on the win / loss random number, special symbol random number, and variable pattern random number stored in the memory unit of the first reserved memory area, and the first reserved number, and in the pre-determination processing of step 608 described above, the following processing is executed based on the win / loss random number, special symbol random number, and variable pattern random number stored in the memory unit of the second reserved memory area, and the second reserved number. In step 650, the main CPU 101 checks the type of start winning slot into which the game ball has entered (first start winning slot 15, second start winning slot 16), the number of reserved balls (first reserved number, second reserved number), and the game state (normal game state, low probability time-shortened game state LJT1, low probability time-shortened game state LJT2, high probability time-shortened game state). Then, the process proceeds to the next step 651.

[0172] In step 651, the main CPU 101 acquires one of the win / loss random number judgment tables 110 (low probability judgment table 110a, high probability judgment table 110b) corresponding to the game status confirmed in the above-mentioned step 650, and executes a win / loss judgment process to determine the result of the win / loss lottery based on the acquired table and the stored win / loss random number. Thereafter, data related to the result of the judgment (winning of the jackpot, winning or losing of the time-saving award) is stored in a predetermined processing area of ​​the main RAM 103. Then, the process proceeds to the next step 652. In step 652, the main CPU 101 executes a special symbol determination process for determining the type of special symbol. Specifically, if the start winning hole into which the game ball entered is the first start winning hole 15 (first special symbol random number), the main CPU 101 acquires the first start winning hole determination table 111a, and determines the type of jackpot symbol (jackpot symbol X1, X2, X3), the type of time-saving symbol (time-saving symbol J1, J2), or the type of loss symbol (loss symbol Z1) based on the table, the result of the winning / losing lottery determined in the above-mentioned step 651, and the stored special symbol random number. Furthermore, if the start winning slot into which the gaming ball entered is the second start winning slot 16 (second special symbol random number), the second start winning slot determination table 111b is acquired, and based on the table, the result of the winning / losing lottery determined in the above-mentioned step 651, and the stored special symbol random number, the type of jackpot symbol (jackpot symbol X4, X5, X6), the type of time-saving symbol (time-saving symbol J1, J2), or the type of losing symbol (losing symbol Z2) is determined. The main CPU 101 stores data related to the result of the determination (type of special symbol) in a predetermined processing area of ​​the main RAM 103. Then, the process proceeds to the next step 653.

[0173] In step 653, the main CPU 101 acquires the fluctuation pattern table 114 corresponding to the gaming state confirmed in the above-mentioned step 650. Then, the process proceeds to the next step 654. In step 654, the main CPU 101 executes a variation pattern command determination process to determine a variation pattern command based on the type of special symbol determined in the above-mentioned step 652, the number of reserved symbols, the variation pattern table 114 acquired in the above-mentioned step 653, and the stored variation pattern random number. Then, the process proceeds to the next step 655.

[0174] In step 655, the main CPU 101 stores in the performance transmission data storage area the result of the winning / losing lottery determined in the above-mentioned step 651, the type of special symbol determined in the above-mentioned step 652, and the pre-determination command including the variation pattern command determined in the above-mentioned step 654. Then, the pre-determination process ends. Through the above processing, for the first special pattern random number or second special pattern random number stored as pending, the result of the winning / losing lottery determined when the special pattern begins to change, the type of special pattern, and the change pattern command are transmitted to the sub-control board 300 in advance (i.e., before the change begins) at the time the random number is obtained by the advance determination command.

[0175] In the pachinko machine P according to this embodiment, the above-mentioned preliminary determination process determines the first special random number acquired based on the entry of a gaming ball into the first start winning port 15 and stored in the reserved memory area (first reserved memory area), or the second special random number acquired based on the entry of a gaming ball into the second start winning port 16 and stored in the reserved memory area (second reserved memory area), but is not limited to this. For example, in the preliminary determination process, instead of directly determining the random number stored in the reserved memory area, it may also be configured to determine a random number stored in another memory area (for example, a register, etc.).

[0176] Next, the specific area detection process in step 303 will be described with reference to the flowchart in FIG. In step 670, the main CPU 101 determines whether or not a special game is being played. If it is determined that a special game is not being played, the specific area detection process is terminated. On the other hand, if it is determined that a special game is being played, the process proceeds to step 671. In step 671, the main CPU 101 determines whether or not a detection signal from the specific area detection sensor 57a has been input a predetermined number of times (in this embodiment, once). If it is determined that a detection signal from the specific area detection sensor 57a has not been input the predetermined number of times, the specific area detection process is terminated. On the other hand, if it is determined that a detection signal from the specific area detection sensor 57a has been input the predetermined number of times, the process proceeds to the next step 672. In step 672, the main CPU 101 turns on an entry flag indicating that a predetermined number of gaming balls have entered the specific area 57. Then, the specific area detection process ends.

[0177] Next, the special drawing related control processing in step 203 described above will be explained with reference to the flowchart of FIG. In step 700, the main CPU 101 loads the value of the execution phase data. This execution phase data indicates which of the multiple function modules (subroutines) constituting the special symbol-related control processing is to be executed. Specifically, this execution phase data has data "00" indicating the execution of a special symbol variation start processing described later, data "01" indicating the execution of a special symbol variation stop processing described later, data "02" indicating the execution of a post-stop processing described later, data "03" indicating the execution of a special game control processing described later, and data "04" indicating the execution of a special game end processing described later. Then, the main CPU 101 executes any one of the following processes based on the value of the execution phase data loaded in the above-mentioned step 700: special symbol variation start process (step 701), special symbol variation stop process (step 702), post-stop process (step 703), special game control process (step 704), or special game end process (step 705). Then, the special symbol-related control process is terminated.

[0178] Next, the special symbol variation start process in step 701 will be described with reference to the flowchart in FIG. In step 800, the main CPU 101 determines whether the execution phase data is "00", which indicates the execution of the special symbol variation start process. If it is determined that the execution phase data is "00", the process proceeds to the next step 801. On the other hand, if it is determined that the execution phase data is not "00", the special symbol variation start process is terminated. In step 801, the main CPU 101 determines whether or not a second special symbol random number is stored in the memory section of the second reserved memory area, that is, whether or not the second reserved number counter is equal to or greater than "1." If it is determined that a second special symbol random number is stored, the process proceeds to step 804. On the other hand, if it is determined that a second special symbol random number is not stored, the process proceeds to the next step 802.

[0179] In step 802, the main CPU 101 determines whether the first special symbol random number is stored in the memory section of the first reserved memory area, that is, whether the first reserved number counter is equal to or greater than "1." If it is determined that the first special symbol random number is not stored, the process proceeds to step 812. On the other hand, if it is determined that the first special symbol random number is stored, the process proceeds to the next step 803. In step 803, the main CPU 101 decrements the value of the first reserved number counter by "1" and executes a shift process for the first reserved memory area. Specifically, the random numbers stored in the first memory section of the first reserved memory area are stored in a predetermined processing area provided in the main RAM 103, and the random numbers stored in the second to fourth memory sections of the first reserved memory area are shifted to memory sections with numbers one smaller. As a result, the random numbers stored in the first reserved memory area are used in the win / loss determination process described below in a so-called first-in, first-out (FIFO) order. Then, the process proceeds to step 805.

[0180] In step 804, which is performed if it is determined in step 801 that the second special random number has been stored, the main CPU 101 decrements the value of the second reserved number counter by "1" and executes a shift process for the second reserved memory area. Specifically, the random numbers stored in the first memory section of the second reserved memory area are stored in a predetermined processing area provided in the main RAM 103, and the random numbers stored in the second to fourth memory sections of the second reserved memory area are shifted to the memory section with the next smaller number. As a result, the random numbers stored in the second reserved memory area are used in the win / loss determination process described below in a so-called first-in, first-out (FIFO) order. Then, the process proceeds to step 805. In step 805, the main CPU 101 increments by "1" the count value of the variation count counter, which counts the number of times the win / lose lottery is executed (the number of times the special symbol varies). The main CPU 101 also stores a variation count command including the count value of the variation count counter in the performance transmission data storage area. This causes the variation count command to be sent to the sub-control board 300, allowing the sub-control board 300 to grasp the current count value of the variation count counter. Then, the process proceeds to the next step, 806.

[0181] In step 806, the main CPU 101 executes a win / lose determination process to derive the result of the win / lose lottery. Then, the process proceeds to the next step 807. In step 807, the main CPU 101 executes a special symbol determination process for determining the type of special symbol. Specifically, if the start winning hole into which the gaming ball entered is the first start winning hole 15 (first special symbol random number), the first start winning hole determination table 111a is acquired, and based on the table, the result of the winning / losing lottery determined in the above-mentioned step 806 (winning a jackpot, winning a time-saving grant, losing), and the special symbol random number stored in the predetermined processing area in the above-mentioned step 803 or step 804, the type of jackpot symbol (jackpot symbol X1, X2, X3), the type of time-saving symbol (time-saving symbol J1, J2), or the type of losing symbol (losing symbol Z1) is determined. Furthermore, if the starting winning slot into which the game ball entered is the second starting winning slot 16 (second special symbol random number), the second starting winning slot determination table 111b is acquired. Based on the table, the result of the lottery (jackpot win, time-saving win, or loss) determined in step 806, and the special symbol random number stored in the predetermined processing area in step 803 or step 804, the type of jackpot symbol (jackpot symbol X4, X5, or X6), the type of time-saving symbol (time-saving symbol J1 or J2), or the type of loss symbol (loss symbol Z2) is determined. Then, data corresponding to the determined special symbol is stored in a predetermined temporary storage area of ​​the main RAM 103. In addition, in this special symbol determination process, the current game state, i.e., the game state at the time the special symbol was determined, is stored in the game state buffer. Then, the process proceeds to step 808. In the special pattern variation start processing of the pachinko machine P in this embodiment, if both the first special pattern random number and the second special pattern random number are stored, the second special pattern random number is processed in priority to the first special pattern random number, but this is not limited to this, and the numbers may be processed in the order in which they are stored in the reserved memory area.

[0182] In step 808, the main CPU 101 stores in the performance transmission data storage area a symbol determination command indicating the type of special symbol determined in the above-mentioned step 807. As a result, information regarding the determined type of special symbol is transmitted to the sub-control board 300 at the start of fluctuation. Then, the process proceeds to the next step 809. In step 809, the main CPU 101 executes a fluctuation pattern determination process to determine a fluctuation pattern based on the fluctuation pattern random number stored in the processing area in the above-described step 803 or step 804. Then, the process proceeds to the next step 810.

[0183] In step 810, the main CPU 101 sets variable display data for starting the variable display of the special symbol on the first special symbol display device 30 or the second special symbol display device 31. As a result, when the variable display of the special symbol is performed based on the first special symbol random number, the first special symbol display device 30 starts a blinking display, and when the variable display of the special symbol is performed based on the second special symbol random number, the second special symbol display device 31 starts a blinking display. Here, the blinking display means that "-" blinks at a predetermined interval on each display device. In addition, in the pachinko machine P according to this embodiment, when the first special symbol random number is stored in the first reservation memory area, the first special symbol reservation display device 38 is displayed in a manner that allows the first reservation number to be recognized, and when the second special symbol random number is stored in the second reservation memory area, the second special symbol reservation display device 39 is displayed in a manner that allows the second reservation number to be recognized. When the above-mentioned special symbol variable display is performed based on the first special symbol random number, the first special symbol reservation display device 38 is displayed and controlled to indicate that the first reservation number is reduced by one simultaneously with the start of the variable display, and when the above-mentioned special symbol variable display is performed based on the second special symbol random number, the second special symbol reservation display device 39 is displayed and controlled to indicate that the second reservation number is reduced by one simultaneously with the start of the variable display. Then, the process proceeds to the next step 811.

[0184] In step 811, the main CPU 101 sets the execution phase data to "01" so that the special symbol variation stop processing is executed in the special symbol related control processing, and ends the special symbol variation start processing. In addition, in step 812, which is reached when it is determined in the above-mentioned step 802 that the first special symbol random number is not stored in the first reserved storage area, the main CPU 101 executes a customer waiting determination process for displaying a customer waiting display on the performance display device 21 based on the fact that a variable display is not being performed. Specifically, the main CPU 101 counts the time during which a variable display of the special symbol is not being performed, and when a predetermined customer waiting time (for example, 30 seconds) has passed without a variable display of the special symbol, it determines that a customer waiting state has been entered and stores a customer waiting command for displaying a customer waiting screen on the performance display device 21 in the performance transmission data storage area. Then, the special symbol variation start process is terminated.

[0185] Next, the pass / fail determination process in step 806 described above will be explained with reference to the flowchart in FIG. In step 850, the main CPU 101 selects one of the win / loss random number determination tables 110 (low probability determination table 110a, high probability determination table 110b) that corresponds to the current gaming state (low probability gaming state, high probability gaming state), and executes a jackpot win / loss determination process to determine whether or not a jackpot will be won (i.e., to determine whether or not a jackpot will be won) based on the selected table and the win / loss random number stored in the predetermined processing area of ​​step 803 or step 804 described above. Specifically, the main CPU 101 obtains information on the numerical range that will result in a jackpot win from the table described above, and determines whether or not the win / loss random number falls within this obtained numerical range. Then, if the win / loss random number falls within the numerical range, it is determined that a jackpot has been won, and if the win / loss random number does not fall within the numerical range, it is determined that a jackpot has not been won. Then, the process proceeds to the next step 851. In step 851, the main CPU 101 determines whether or not the result of the jackpot win / loss determination process executed in the above-mentioned step 850 was a jackpot win (i.e., whether or not a jackpot win was achieved). If it is determined that a jackpot win was not achieved (a jackpot non-win), the process proceeds to step 853. On the other hand, if it is determined that a jackpot win was achieved, the process proceeds to the next step 852.

[0186] In step 852, the main 101 stores the fact that a jackpot has been won in a predetermined storage area of ​​the main RAM 103. Then, the win / loss determination process ends. In step 853, which is reached when it is determined in step 851 that the jackpot has not been won, the main CPU 101 executes a time-saving award determination process to determine whether or not the time-saving award will be won (i.e., to determine whether or not the time-saving award will be won) based on the table selected in step 850 and the win / loss random number stored in the predetermined processing area of ​​step 803 or step 804 (i.e., the same win / loss random number as the win / loss random number that was the subject of determination in step 850). Specifically, the main CPU 101 obtains information on the numerical range that will result in a win for the time-saving award from the table, and determines whether or not the win / loss random number falls within this obtained numerical range. Then, if the win / loss random number falls within the numerical range, it is determined that the time-saving award has been won, and if the win / loss random number does not fall within the numerical range, it is determined that the time-saving award has not been won. Then, the process proceeds to step 854.

[0187] In step 854, the main CPU 101 determines whether or not the result of the time-saving grant success / failure determination process executed in the above-mentioned step 853 was a win for the time-saving grant (i.e., whether or not the time-saving grant was successful). If it is determined that the time-saving grant was not successful (the time-saving grant was not successful), the process proceeds to step 856. On the other hand, if it is determined that the time-saving grant was successful, the process proceeds to the next step 855. In step 855, the main 101 stores the fact that the time-saving bonus has been awarded in a predetermined storage area of ​​the main RAM 103. Then, the winning / losing determination process is terminated.

[0188] In step 856, which is reached when it is determined in step 854 that the time-saving award has not been won, the main CPU 101 stores the fact that the award has been lost in a predetermined storage area of ​​the main RAM 103. Then, the win / loss determination process is terminated. In addition, in the pachinko machine P of this embodiment, the process of determining whether a jackpot has been won or not and the process of determining whether a time-saving bonus has been awarded or not are both executed by a common processing program (the same module) for selecting a win / fail random number determination table 110 corresponding to the game status, obtaining information on the numerical range to be determined, and determining whether the win / fail random number belongs to the numerical range.

[0189] Next, the fluctuation pattern determination process in step 809 described above will be described with reference to the flowchart in FIG. In step 900, the main CPU 101 checks the type of start winning slot into which the game ball has entered (first start winning slot 15, second start winning slot 16), the number of reserved balls (first reserved number, second reserved number), and the game state (normal game state, low probability time-shortened game state LJT1, low probability time-shortened game state LJT2, high probability time-shortened game state). Then, the process proceeds to the next step 901. In step 901, the main CPU 101 acquires the fluctuation pattern table 114 corresponding to the gaming state confirmed in the above-mentioned step 900. Then, the process proceeds to the next step 902.

[0190] In step 902, the main CPU 101 determines a fluctuation pattern command based on the fluctuation pattern table 114 acquired in the above-mentioned step 901, the type of special symbol determined in the above-mentioned step 807, the reserved number confirmed in the above-mentioned step 900, and the fluctuation pattern random number stored in the processing area in the above-mentioned step 803 or 804, and stores this determined fluctuation pattern command in a predetermined processing area. Then, proceed to the next step 903. In step 903, the main CPU 101 stores the variation pattern command determined in the above-mentioned step 902 in the transmission data storage area for performance.

[0191] In step 904, the main CPU 101 determines the fluctuation time associated with the fluctuation pattern command based on the fluctuation pattern table 114. Then, the determined fluctuation time is set in the fluctuation time timer counter. Then, the fluctuation pattern determination process ends.

[0192] Next, the special symbol variation stop processing in step 702 will be described with reference to the flowchart in FIG. In step 1000, the main CPU 101 determines whether the execution phase data is "01", which indicates the execution of the special symbol variation stop process. If it is determined that the execution phase data is not "01", the special symbol variation stop process is terminated. On the other hand, if it is determined that the execution phase data is "01", the process proceeds to the next step 1001.

[0193] In step 1001, the main CPU 101 determines whether the variable time set in the variable time timer counter in step 904 has elapsed. If it is determined that the variable time has not elapsed, the special symbol variation stop process is terminated. On the other hand, if it is determined that the variable time has elapsed, the process proceeds to the next step 1002. In step 1002, the main CPU 101 sets the stop display data for stopping and displaying the special symbol determined in step 807 on the first special symbol display device 30 or the second special symbol display device 31, and executes the stop display of the special symbol. Then, the process proceeds to the next step 1003.

[0194] In step 1003, the main CPU 101 stores a symbol determination command indicating that the special symbol has been determined in the effect transmission data storage area. In step 1004, the main CPU 101 refers to the stop display time table 115 to determine the stop display time corresponding to the current game state and the type of special symbol determined in the above-mentioned step 807, and sets this determined stop display time in the stop display time timer counter. In the pachinko machine P according to this embodiment, as described above, when the current game state is the normal game state, if a losing symbol Z1 or Z2 is determined, or if a jackpot symbol X1, X2, X3, X4, X5, or X6 is determined, a stop display time of 0.5 seconds is set, and if a time-saving symbol J1 or J2 is determined, a stop display time of 20 seconds is set (see FIG. 13). In addition, when the current gaming state is other than the normal gaming state (low probability time-saving gaming state LJT1, low probability time-saving gaming state LJT2, high probability time-saving gaming state), when a losing symbol Z1 or Z2 is determined, when a jackpot symbol X1, X2, X3, X4, X5 or X6 is determined, or when a time-saving symbol J1 or J2 is determined, a stop display time of 0.5 seconds is set (see FIG. 13). Then, the process proceeds to the next step 1005.

[0195] In step 1005, the main CPU 101 sets the execution phase data to "02" so that post-stop processing is executed in the special symbol related control processing. Then, the special symbol variation stop processing is terminated.

[0196] Next, the post-stop processing in step 703 will be described with reference to the flowchart in FIG. In step 1100, the main CPU 101 determines whether the execution phase data is "02," which indicates execution of post-stop processing. If it is determined that the execution phase data is not "02," the post-stop processing is terminated. On the other hand, if it is determined that the execution phase data is "02," the process proceeds to the next step 1101. In step 1101, the main CPU 101 determines whether the static display time set in the static display time timer counter in step 1004 has elapsed. If it is determined that the static display time has not elapsed, the post-stop processing is terminated. On the other hand, if it is determined that the static display time has elapsed, the process proceeds to the next step 1102.

[0197] In step 1102, the main CPU 101 stores a stop display end command indicating that the stop display time has elapsed in the performance transmission data storage area. This notifies the sub-control board 300 that the stop display time has elapsed. The main CPU 101 also stores the current game status in the game status buffer. Then, the process proceeds to the next step 1103. In step 1103, the main CPU 101 executes a time-shortening count update process. Specifically, the main CPU 101 determines whether either a first time-shortening game flag indicating that the current game state is in the time-shortening game state JT1 or a second time-shortening game flag indicating that the current game state is in the time-shortening game state JT2 is on. If the main CPU 101 determines that the first time-shortening game flag or the second time-shortening game flag is on, the main CPU 101 updates a time-shortening count storage area provided in the main RAM 103. This time-shortening count storage area stores the number of remaining fluctuations until the currently set time-shortening game state ends. The main CPU 101 then decrements this stored remaining fluctuation number by "1." If the main CPU 101 determines that neither the first time-shortening game flag nor the second time-shortening game flag is on, the main CPU 101 does not perform any processing. The main CPU 101 then proceeds to step 1104.

[0198] In step 1104, the main CPU 101 performs a high probability count update process. Here, the main CPU 101 determines whether a high probability game flag, which indicates that the current game state is a high probability game state, is on. If it is determined that the high probability game flag is on, the main CPU 101 updates a high probability count storage area provided in the main RAM 103. This high probability count storage area stores the number of remaining variations until the high probability game state ends. Then, the main CPU 101 decrements this stored remaining number of variations by "1". If it is determined that the high probability game flag is not on, the main CPU 101 does not perform any processing. Then, the main CPU 101 proceeds to the next step 1105.

[0199] In step 1105, the main CPU 101 determines whether the special symbol displayed in a stopped state is a jackpot symbol. If it is determined that the special symbol displayed in a stopped state is not a jackpot symbol (i.e., a time-saving symbol or a losing symbol), the process proceeds to step 1111. On the other hand, if it is determined that the special symbol displayed in a stopped state is a jackpot symbol, the process proceeds to the next step 1106. In step 1106, the main CPU 101 sets a command for transmitting the game status at the time of winning the jackpot and the type of jackpot symbol (jackpot symbol X1, X2, X3, X4, X5, X6) that is stopped and displayed to the sub-control board 300. Then, the process proceeds to the next step 1107.

[0200] In step 1107, the main CPU 101 resets the current game state, and then proceeds to step 1108. In step 1108, the main CPU 101 sets the opening time, which is the waiting time set at the start of the special game, in the opening time timer counter, and stores an opening command indicating that the opening process will start in the effect transmission data storage area. Then, the process proceeds to the next step 1109.

[0201] In step 1109, the main CPU 101 sets the number of rounds in the main RAM 103 based on the type of jackpot symbol that is stopped and displayed. Specifically, if the jackpot symbol that is stopped and displayed is X1, X2, X4, or X5, the main CPU 101 sets the number of rounds to "3," and if the jackpot symbol that is stopped and displayed is X3 or X6, the main CPU 101 sets the number of rounds to "10." Then, the process proceeds to the next step, step 1110. In step 1110, the main CPU 101 sets the execution phase data to "03" so that the special game control process is executed in the special symbol related control process. Then, the post-stop process is terminated.

[0202] In step 1111, which is reached when it is determined in step 1105 that the special symbol displayed in a stopped state is not a jackpot symbol, the main CPU 101 determines whether the special symbol displayed in a stopped state is a time-saving symbol. If it is determined that the special symbol displayed in a stopped state is not a time-saving symbol (i.e., a losing symbol), the process proceeds to step 1115. On the other hand, if it is determined that the special symbol displayed in a stopped state is a time-saving symbol, the process proceeds to step 1112. In step 1112, the main CPU 101 determines whether the current gaming state (i.e., the gaming state at the time of the execution of the win / lose lottery, the gaming state at the time when the special symbol fluctuation starts) is the normal gaming state. If it is determined that the current gaming state is not the normal gaming state (i.e., the current gaming state is the low-probability time-shortened gaming state LJT1, the low-probability time-shortened gaming state LJT2, or the high-probability time-shortened gaming state), the process proceeds to step 1114. On the other hand, if it is determined that the current gaming state is the normal gaming state, the process proceeds to the next step 1113.

[0203] In step 1113, the main CPU 101 executes a time-shortening game state setting process to set a game state according to the time-shortening symbol that has been stopped and displayed. Specifically, if the time-shortening symbol that has been stopped and displayed is J1, the main CPU 101 turns on a first time-shortening game flag and sets the number of time-shortening times to "10000." As a result, a low-probability time-shortening game state LJT1 in which the number of time-shortening times is 10000 is set (the normal game state is changed to the low-probability time-shortening game state LJT1 (the number of time-shortening times is 10000)). On the other hand, if the time-shortening symbol that has been stopped and displayed is J2, the main CPU 101 turns on a second time-shortening game flag and sets the number of time-shortening times to "10000." As a result, a low-probability time-shortening game state LJT2 in which the number of time-shortening times is 10000 is set (the normal game state is changed to the low-probability time-shortening game state LJT2 (the number of time-shortening times is 10000)). Then, proceed to step 1115. In step 1114, which is reached when it is determined in step 1112 that the normal gaming state is not in effect, the main CPU 101 executes a normal gaming state setting process to set the normal gaming state based on the number of remaining variations until the currently set time-shortened gaming state ends and the number of remaining variations until the high-probability gaming state ends. Specifically, if the number of remaining variations stored in the time-shortened count storage area updated in step 1103 above becomes "0," the first time-shortened gaming flag or the second time-shortened gaming flag that was turned on is turned off. In addition, if the number of remaining variations stored in the high-probability count storage area updated in step 1104 above becomes "0," the high-probability gaming flag that was turned on is turned off. This sets the normal gaming state (the previously set low-probability time-shortened gaming state LJT1, low-probability time-shortened gaming state LJT2, or high-probability time-shortened gaming state is changed to the normal gaming state). If the remaining number of times of change stored in the updated time-saving number storage area is "1" or more, the main CPU 101 does not perform any processing. Then, the process proceeds to the next step 1115.

[0204] In step 1115, the main CPU 101 checks the game status set after the execution of the processing of step 1113 or step 1114, and stores a game status command indicating the game status in the performance transmission data storage area. Then, the process proceeds to step 1116. In step 1116, the main CPU 101 sets the execution phase data to "00" so that the special symbol variation start process is executed in the special symbol related control process. Then, the post-stop process is terminated.

[0205] Next, the special game control process in step 704 will be described with reference to the flowchart in FIG. In step 1200, the main CPU 101 determines whether the execution phase data is "03", which indicates the execution of the special game control process. If it is determined that the execution phase data is not "03", the special game control process is terminated. On the other hand, if it is determined that the execution phase data is "03", the process proceeds to the next step 1201. In step 1201, the main CPU 101 determines whether the opening time set in the opening time timer counter in the above-mentioned step 1108 has elapsed. If it is determined that the opening time has not elapsed, the special game control process is terminated. On the other hand, if it is determined that the opening time has elapsed, the process proceeds to the next step 1202.

[0206] In step 1202, the main CPU 101 determines whether or not the special game control process is currently in the ending process, which is a standby process that is performed after all rounds of play have been completed. If it is determined that the ending process is currently in progress, the process proceeds to step 1210. On the other hand, if it is determined that the ending process is not currently in progress, the process proceeds to the next step 1203. In step 1203, the main CPU 101 executes a special winning opening opening / closing control process for opening and closing the special winning opening 18 and operating the distribution member 59, based on the special electric accessory operation table 112 corresponding to the type of jackpot symbol stopped and displayed. Then, the process proceeds to the next step 1204.

[0207] In step 1204, the main CPU 101 determines whether or not a round of play has started based on the control of opening and closing the big prize opening in step 1203. If it is determined that a round of play has not started, the process proceeds to step 1206. On the other hand, if it is determined that a round of play has started, the process proceeds to the next step 1205. In step 1205, the main CPU 101 stores a round game start command indicating the start of a round game in the effect transmission data storage area. It should be noted that a round game start command is provided for each number of round games, and this makes it possible to transmit to the sub-control board 300 which number of round games has started.

[0208] In step 1206, the main CPU 101 determines whether the round game has ended based on the large prize opening / closing control in step 1203. If it is determined that the round game has not ended, the special game control process is terminated. On the other hand, if it is determined that the round game has ended, the process proceeds to the next step 1207. In step 1207, the main CPU 101 decrements the number of rounds stored in the main RAM 103 by "1". Then, the process proceeds to step 1208.

[0209] In step 1208, the main CPU 101 determines whether the number of rounds decremented in step 1207 is "0." If it is determined that the number of rounds is not "0," the special game control process is terminated. On the other hand, if it is determined that the number of rounds is "0," the process proceeds to the next step 1209. In step 1209, the main CPU 101 sets the ending time, which is the waiting time set at the end of the special game, in the ending time timer counter, and stores an ending command indicating that the ending process will start in the performance transmission data storage area.Then, the special game control process is terminated.

[0210] In step 1210, which is reached when it is determined in step 1202 that the ending process is in progress, the main CPU 101 determines whether the ending time set in the ending time timer counter in step 1209 has elapsed. If it is determined that the ending time has not elapsed, the special game control process is terminated. On the other hand, if it is determined that the ending time has elapsed, the process proceeds to step 1211. In step 1211, the main CPU 101 stores a special game end command indicating that the special game has ended in the effect transmission data storage area.

[0211] In step 1212, the main CPU 101 sets the execution phase data to "04" so that the special game end process is executed in the special symbol related control process. Then, the special game control process is ended.

[0212] Next, the special game ending process in step 705 will be described with reference to the flowchart in FIG. In step 1300, the main CPU 101 determines whether the execution phase data is "04", which indicates the execution of the special game ending process. If it is determined that the execution phase data is not "04", the special game ending process is ended. On the other hand, if it is determined that the execution phase data is "04", the process proceeds to the next step 1301. In step 1301, the main CPU 101 determines whether the entry flag is on. If it is determined that the entry flag is not on (i.e., it is off), the process proceeds to step 1303. On the other hand, if it is determined that the entry flag is on, the process proceeds to the next step 1302.

[0213] In step 1302, the main CPU 101 executes a high-probability gaming state setting process to set the gaming state to a high-probability gaming state. Specifically, the main CPU 101 turns on the high-probability gaming flag and sets the high-probability count to "10000." Then, the process proceeds to step 1304. In addition, in step 1303, which is reached when it is determined in the above-mentioned step 1301 that the entry flag is not on, the main CPU 101 executes a low-probability gaming state setting process to set the gaming state to a low-probability gaming state. Specifically, the high-probability gaming flag is turned off. Then, the process proceeds to the next step 1304.

[0214] In step 1304, the main CPU 101 executes a time-shortened gaming state JT2 setting process to set the gaming state to the time-shortened gaming state JT2. Specifically, the main CPU 101 turns on the second time-shortened gaming flag and sets the number of time-shortened games to "100." Then, the process proceeds to step 1305. In step 1305, the main CPU 101 turns off the entry flag, and then proceeds to the next step 1306.

[0215] In step 1306, the main CPU 101 sets a game state designation command in the performance transmission data storage area according to the game state set as described above. This game state designation command includes information on whether the high probability game flag is on or off, information on whether the second time-saving game flag is on or off, the number of high probability games, and the number of time-saving games, all of which are set as described above. Then, the process proceeds to the next step 1307. In step 1307, the main CPU 101 sets the execution phase data to "00" so that the variable start process is executed in the special symbol related control process. Then, the special game end process is ended.

[0216] Next, the map-related control process in step 204 will be described with reference to the flowchart in FIG. In step 1400, the main CPU 101 loads the value of the normal symbol execution phase data. This normal symbol execution phase data indicates which of the multiple function modules (subroutines) that make up the normal symbol-related control processing will be executed. Specifically, this normal symbol execution phase data has data "10" indicating the execution of the normal symbol variation start processing described later, data "11" indicating the execution of the normal symbol variation stop processing described later, data "12" indicating the execution of the normal symbol stop post-processing described later, and data "13" indicating the execution of the movable piece control processing described later. Then, the main CPU 101 executes either the normal symbol variation start process (step 1401), the normal symbol variation stop process (step 1402), the normal symbol stop post-process (step 1403), or the movable piece control process (step 1404) based on the value of the normal symbol execution phase data loaded in the above-mentioned step 1400. Then, the normal symbol related control process is terminated.

[0217] Next, the normal symbol variation start processing in step 1401 described above will be explained with reference to the flowchart in FIG. In step 1500, the main CPU 101 determines whether the normal symbol execution phase data is "10", which indicates the execution of the normal symbol variation start process. If it is determined that the normal symbol execution phase data is not "10", the normal symbol variation start process is terminated. On the other hand, if it is determined that the normal symbol execution phase data is "10", the process proceeds to the next step 1501. In step 1501, the main CPU 101 determines whether a hit random number is stored in the regular symbol reserved memory area, that is, whether the regular symbol reserved number counter is "1" or more. If it is determined that the regular symbol reserved number counter is not "1" or more (i.e., "0"), it ends the regular symbol variation start processing. On the other hand, if it is determined that the regular symbol reserved number counter is "1" or more, it proceeds to the next step 1502.

[0218] In step 1502, the main CPU 101 decrements the value of the normal reserved number counter by "1". Then, the process proceeds to the next step 1503. In step 1503, the main CPU 101 executes a shift process for the general map reserved memory area. Specifically, the winning determination random number stored in the first memory unit is stored in a predetermined processing area provided in the main RAM 103, and the winning determination random numbers stored in the second to fourth memory units are shifted to the memory unit with the next smaller number. As a result, the winning determination random numbers stored in the general map reserved memory area are used in the winning determination process described below in a so-called first-in, first-out (FIFO) order. Then, the process proceeds to step 1504.

[0219] In step 1504, the main CPU 101 selects a winning determination random number determination table 116 (either the first determination table 116a, the second determination table 116b, or the third determination table 116c) corresponding to the current gaming state (non-time-shortened gaming state, time-shortened gaming state JT1, or time-shortened gaming state JT2), and executes a winning determination process to derive the result of the lottery for the normal symbol based on the selected table and the winning determination random number stored in the processing area in the above-mentioned step 1503. Specifically, the main CPU 101 determines the winning determination random number stored in the processing area by referring to the first determination table 116a if the gaming state is non-time-shortened, the second determination table 116b if the gaming state is time-shortened JT1, or the third determination table 116c if the gaming state is time-shortened JT2. Then, the process proceeds to the next step 1505. In step 1505, the main CPU 101 determines whether or not the result of the winning determination process in the above-mentioned step 1504 is a win. If it is determined that there is a win, the process proceeds to the next step 1506. On the other hand, if it is determined that there is no win (i.e., a loss), the process proceeds to step 1507.

[0220] In step 1506, the main CPU 101 stores the winning symbol data in a predetermined processing area of ​​the main RAM 103. Then, the process proceeds to step 1508. In addition, in step 1507, which is carried out when it is determined in the above-mentioned step 1505 that the result of the winning determination process is not a win (i.e., a loss), the main CPU 101 stores the loss symbol data in a predetermined processing area of ​​the main RAM 103. Then, the process proceeds to the next step 1508.

[0221] In step 1508, the main CPU 101 checks whether the current gaming state is a non-time-saving gaming state, a time-saving gaming state JT1, or a time-saving gaming state JT2, and references the normal symbol variation pattern determination table 117 to set the normal symbol variation time timer counter to the variation time of the normal symbol corresponding to the current gaming state. Specifically, the main CPU 101 sets the normal symbol variation time timer counter to "10 seconds" if the current gaming state is a non-time-saving gaming state, sets the normal symbol variation time timer counter to "9.5 seconds" if the current gaming state is a time-saving gaming state JT1, and sets the normal symbol variation time timer counter to "1 second" if the current gaming state is a time-saving gaming state JT2. Then, the process proceeds to the next step 1509. In step 1509, the main CPU 101 sets variable display data to start displaying the normal symbol. As a result, when the normal symbol variable display is performed, the normal symbol display device 32 starts flashing. Also, in the pachinko machine P according to this embodiment, when the winning determination random number is stored in the normal symbol reserved memory area, the normal symbol reserved display device 33 is displayed in a manner that allows the normal symbol reserved number to be recognized. Then, when the normal symbol variable display is performed, the normal symbol reserved display device 33 is displayed and controlled to indicate that the normal symbol reserved number is reduced by one at the same time as the variable display starts. Then, proceed to the next step 1510.

[0222] In step 1510, the main CPU 101 stores the current gaming state in the gaming machine state buffer as the gaming state at the start of the fluctuation. Then, the process proceeds to step 1511. In step 1511, the main CPU 101 sets the normal symbol execution phase data to "11" so that the normal symbol variation stop process is executed in the normal symbol related control process. Then, the normal symbol variation start process is terminated.

[0223] Next, the normal symbol variation stop processing in step 1402 will be described with reference to the flowchart in FIG. In step 1600, the main CPU 101 determines whether the normal symbol execution phase data is "11", which indicates the execution of the normal symbol variation stop process. If it is determined that the normal symbol execution phase data is not "11", the normal symbol variation stop process is terminated. On the other hand, if it is determined that the normal symbol execution phase data is "11", the process proceeds to the next step 1601. In step 1601, the main CPU 101 determines whether the normal symbol fluctuation time set in the normal symbol fluctuation time timer counter in step 1508 has elapsed. If it is determined that the fluctuation time has not elapsed, the normal symbol fluctuation stop process is terminated. On the other hand, if it is determined that the fluctuation time has elapsed, the process proceeds to the next step 1602.

[0224] In step 1602, the main CPU 101 sets stop display data for stopping and displaying the normal symbols on the normal symbol display device 32, and executes the stop display of the normal symbols. Then, the process proceeds to the next step 1603. In step 1603, the main CPU 101 sets the normal symbol stop display time for stopping and displaying the normal symbol in the normal symbol stop display time timer counter. Then, the process proceeds to the next step 1604.

[0225] In step 1604, the main CPU 101 sets "12" to the normal symbol execution phase data so that the normal symbol stop post-processing is executed in the normal symbol related control processing. Then, the normal symbol variation stop processing is terminated.

[0226] Next, the normal symbol post-stop processing in step 1403 described above will be described with reference to the flowchart in FIG. In step 1700, the main CPU 101 determines whether the normal symbol execution phase data is "12", which indicates the execution of normal symbol stop post-processing. If it is determined that the normal symbol execution phase data is not "12", the normal symbol stop post-processing is terminated. On the other hand, if it is determined that the normal symbol execution phase data is "12", the main CPU 101 proceeds to the next step 1701. In step 1701, the main CPU 101 determines whether the normal symbol stop display time set in the normal symbol stop display time timer counter in step 1603 has elapsed. If it is determined that the normal symbol stop display time has not elapsed, the normal symbol stop post-processing is terminated. On the other hand, if it is determined that the normal symbol stop display time has elapsed, the process proceeds to the next step 1702.

[0227] In step 1702, the main CPU 101 determines whether the stopped normal symbol is a winning symbol. If it is determined that the stopped normal symbol is not a winning symbol (i.e., a losing symbol), the process proceeds to step 1704. On the other hand, if it is determined that the stopped normal symbol is a winning symbol, the process proceeds to the next step 1703. In step 1703, the main CPU 101 sets the normal symbol execution phase data to "13" so that the movable piece control process is executed in the normal symbol related control process. Then, the normal symbol stop post-processing is terminated.

[0228] In addition, in step 1704, which is performed when it is determined in step 1702 that the normal symbol displayed in the stopped state is not a winning symbol (i.e., a losing symbol), the main CPU 101 sets "10" to the normal symbol execution phase data so that the normal symbol variation start process is executed in the normal symbol related control process. Then, the normal symbol stop post-processing is terminated.

[0229] Next, the movable piece control process in step 1404 will be described with reference to the flowchart in FIG. In step 1800, the main CPU 101 determines whether the normal execution phase data is "13", which indicates the execution of the movable piece control process. If it is determined that the normal execution phase data is not "13", the movable piece control process is terminated. On the other hand, if it is determined that the normal execution phase data is "13", the process proceeds to the next step 1801. In step 1801, the main CPU 101 determines whether or not the movable piece 16b is under operation control, i.e., whether or not the movable piece solenoid 16c is energized. If it is determined that the movable piece 16b is under operation control, the process proceeds to step 1804. On the other hand, if it is determined that the movable piece 16b is not under operation control, the process proceeds to the next step 1802.

[0230] In step 1802, the main CPU 101 checks whether the game state at the start of the normal symbol variation was in the non-time-shortened game state, the time-shortened game state JT1, or the time-shortened game state JT2. Then, the process proceeds to step 1803. In step 1803, the main CPU 101 refers to the movable piece operation control table 118 and sets the number of operations (number of energizations) and the operation time (energization time) as the operation control data (energization control data) of the movable piece solenoid 16c according to the game state confirmed in the above-mentioned step 1802. As a result, the movable piece 16b is brought into the protruding state. Then, the movable piece control process is terminated.

[0231] In step 1804, which is reached when it is determined in step 1801 that the movable piece 16b is under operation control, the main CPU 101 determines whether the operation time (energization time) set in step 1803 has elapsed. If it is determined that the operation time (energization time) has not elapsed, the movable piece control process is terminated. On the other hand, if it is determined that the operation time (energization time) has elapsed, the process proceeds to the next step 1805. In step 1805, the main CPU 101 stops the operation of the movable piece 16b, that is, stops the power supply to the movable piece solenoid 16c. As a result, the movable piece 16b enters the immersed state. Then, the process proceeds to the next step 1806.

[0232] In step 1806, the main CPU 101 sets the normal symbol execution phase data to "10" so that the normal symbol variation start process is executed in the normal symbol related control process. Then, the movable piece control process is terminated.

[0233] (Gameplay of the pachinko machine P according to this embodiment) As described above, in the pachinko machine P of this embodiment, the game progresses by setting one of the following states: a normal game state (a game state that combines a low-probability game state and a non-time-shortened game state), a low-probability time-shortened game state LJT1 (a game state that combines a low-probability game state and a time-shortened game state JT1), a low-probability time-shortened game state LJT2 (a game state that combines a low-probability game state and a time-shortened game state JT2), or a high-probability time-shortened game state (a game state that combines a high-probability game state and a time-shortened game state JT2).

[0234] As described above, in the initial state after the RAM is cleared (reset), the normal gaming state is set. During normal game play, the probability of winning a jackpot is set to approximately 1 / 300, and even if a game ball is shot toward the second game area 12b, the game ball will not enter the second start winning hole 16 (see Figures 7(a), 14(a), 15, and 16). Furthermore, as described above, during the normal game state, the player is allowed to play in the first game area 12a, and as long as the game ball is shot toward the first game area 12a, there is a possibility that the game ball will enter the first start winning hole 15. If a game ball enters the first start winning hole 15 during the normal game state, a lottery based on the ball's entry will determine whether the ball will enter the jackpot or a time-saving bonus. If a jackpot is won, a jackpot symbol X1, X2, or X3 will be determined, and if a time-saving bonus is won, a time-saving symbol J1 or J2 will be determined (see Figures 7(a) and 8(a)).

[0235] If a jackpot is won and jackpot pattern X1 is determined, a predetermined number of game balls will not enter specific area 57 during the special game based on that determination, so the game state after the special game ends is set to a low-probability time-saving game state LJT2, and the number of time-saving times is set to 100 (see Figure 10(a)). If a jackpot is won and jackpot pattern X2 or X3 is determined, a predetermined number of game balls can enter specific area 57 during the special game based on that determination, and when the predetermined number of game balls enter, the game state after the special game ends is set to a high-probability time-saving game state, and both the high-probability number of times and the number of time-saving times are set to 10,000 (see Figure 10(b)). Furthermore, if a time-saving award is won during normal game mode and a time-saving symbol J1 is determined, the game state after the variable display of the time-saving symbol J1 has finished and the stopped display time has elapsed is set to a low-probability time-saving game state LJT1, and the number of time-saving times is set to 10,000 (see Figure 10(c)). If a time-saving award is won during normal game mode and a time-saving symbol J2 has been determined, the game state after the variable display of the time-saving symbol J2 has finished and the stopped display time has elapsed is set to a low-probability time-saving game state LJT2, and the number of time-saving times is set to 10,000 (see Figure 10(d)). In other words, in the pachinko machine P of this embodiment, if a game ball is shot toward the first game area 12a during the normal game state, based on winning a jackpot or a time-saving bonus, the machine will transition to a low-probability time-saving state LJT1 (number of time-saving bonuses is 10,000), a low-probability time-saving game state LJT2 (number of time-saving bonuses is 100), or a high-probability time-saving game state (number of high-probability bonuses and number of time-saving bonuses is 10,000) (see Figure 40).

[0236] Here, during the normal gaming state (low probability gaming state), the probability of winning the time-saving award is approximately 1 / 20, so it is easy to win the time-saving award, and since the probability of winning this time-saving award is extremely higher than the probability of winning a jackpot during the normal gaming state (approximately 1 / 300), it is easier to win the time-saving award than to win a jackpot (see Figure 7(a)). Also, when the time-saving award is won, the probability that the time-saving symbol J1 will be determined is 85%, and the probability that the time-saving symbol J2 will be determined is 15%, so it is easier to determine the time-saving symbol J1 than the time-saving symbol J2 (see Figures 8(a) and (b)). From the above, in the pachinko machine P of this form, it is difficult to stay in the normal game state, and there is a high possibility of transitioning to a low-probability time-saving game state LJT1 (the number of time-saving times is 10,000) by determining the time-saving pattern J1 based on winning the time-saving award, rather than transitioning to another game state through the execution of a special game based on winning a jackpot or the determination of the time-saving pattern J2 based on winning the time-saving award.

[0237] During the low-probability time-saving game state LJT1, the probability of winning a jackpot is the same as during the normal game state, and just as during the normal game state, even if a game ball is shot toward the second game area 12b, the game ball will not enter the second start winning port 16 (see Figures 7(a), 14(b), 15, and 16). Furthermore, during the low-probability time-saving game state LJT1, the player is allowed to play in the first game area 12a, just as during the normal game state, and as long as the game ball is shot toward the first game area 12a, there is a possibility that the game ball will enter the first start winning hole 15. If a game ball enters the first start winning hole 15 during the low-probability time-saving game state LJT1, a lottery based on the ball's entry will determine whether the player will win a jackpot or a time-saving award; if the player wins a jackpot, a jackpot symbol X1, X2, or X3 will be determined, and if the player wins a time-saving award, a time-saving symbol J1 or J2 will be determined (see Figures 7(a) and 8(a)).

[0238] If a jackpot is won and jackpot pattern X1 is determined, a predetermined number of game balls will not enter specific area 57 during the special game based on that determination, so the game state after the special game ends is set to a low-probability time-saving game state LJT2, and the number of time-saving times is set to 100 (see Figure 10(a)). If a jackpot is won and jackpot pattern X2 or X3 is determined, a predetermined number of game balls can enter specific area 57 during the special game based on that determination, and when the predetermined number of game balls enter, the game state after the special game ends is set to a high-probability time-saving game state, and both the high-probability number of times and the number of time-saving times are set to 10,000 (see Figure 10(b)). On the other hand, as mentioned above, if a time-saving award is won during the low-probability time-saving game state LJT1 and the time-saving symbol J1 or J2 is determined, a new time-saving game state JT1 or JT2 is not set based on that determination, and the currently set low-probability time-saving game state LJT1 continues, so there is no transition to another game state (see Figures 10(c) and (d)). In other words, in the pachinko machine P of this embodiment, if a game ball is shot toward the first game area 12a during the low-probability time-saving game state LJT1, upon winning a jackpot, the machine will transition to a low-probability time-saving game state LJT2 (number of time-saving times is 100) or a high-probability time-saving game state (number of high-probability times and number of time-saving times is 10,000) (see Figure 40).

[0239] Here, when the low-probability time-saving gaming state LJT1 is set based on the determination of the time-saving symbol J1 during the normal gaming state, the number of time-saving times is set to 10,000, and since the probability of winning a jackpot during the low-probability time-saving gaming state LJT1 (low-probability gaming state) is approximately 1 / 300, as described above, the low-probability time-saving gaming state LJT1 essentially continues until a jackpot is won. Also, in the pachinko machine P according to this embodiment, as described above, it is difficult to stay in the normal gaming state, and it is easy to transition from the normal gaming state to the low-probability time-saving gaming state LJT1 based on winning a time-saving award, so there is a high possibility that the low-probability time-saving gaming state LJT1 will remain in effect longer than the normal gaming state. Furthermore, during both the normal game state and the low-probability time-saving game state LJT1, the player is allowed to play in the first game area 12a, the probability of winning a jackpot is the same, and the performance of the normal game is also almost the same (even if a game ball is shot into the second game area 12b, it is impossible for the game ball to enter the second start winning port 16), so it is impossible to recognize whether the player is in the normal game state or the low-probability time-saving game state LJT1 from the mode of game operation (shotting a game ball into the first game area 12a) and the performance of the normal game. As mentioned above, in order to change the possibility of the game ball entering the second start winning port 16 for each game state, one or more of the factors that determine the performance of the normal game (probability of winning in the normal pattern lottery, the normal pattern fluctuation time, and the operating time of the movable piece 16b) can be set to be different. Here, in order to make it impossible for a game ball to enter the second start winning port 16 in both the normal game state and the low-probability time-saving game state LJT1, for example, the operating time of the movable piece 16b may be the same time, shorter than the opening arrival time, in both the low-probability time-saving game state LJT1 and the normal game state, but at least one of the following settings may be made: the normal pattern fluctuation time is shorter in the low-probability time-saving game state LJT1 than in the normal game state, and the probability of winning in the normal pattern lottery is higher in the low-probability time-saving game state LJT1 than in the normal game state. Even in this case, if the second start winning port 16 and the movable piece 16b are configured as in the pachinko machine P of this embodiment (see Figure 4), since the operating time of the movable piece 16b is shorter than the opening arrival time, even if other elements (the normal pattern fluctuation time, the probability of winning in the normal pattern lottery) are set more advantageously in the low probability time-saving game state LJT1 than in the normal game state, the game ball cannot enter the second start winning port 16 in either game state, and the performance of the normal game will be the same as that of the pachinko machine of this embodiment.

[0240] During the low-probability time-saving game state LJT2, the probability of winning a jackpot is the same as during the normal game state and the low-probability time-saving game state LJT1, but when a game ball is shot toward the second game area 12b, the game ball can enter the second start winning hole 16 with a high frequency (see Figures 7(a), 14(c), 15, and 16). In other words, during the low-probability time-saving game state LJT2, prize balls can be frequently obtained based on the game ball entering the second start winning hole 16, and the decrease in game balls as the game progresses can be suppressed compared to during the normal game state and the low-probability time-saving game state LJT1, making it a more advantageous game state than during these normal game state and the low-probability time-saving game state LJT1. Furthermore, as described above, during the low-probability time-saving game state LJT2, the player is allowed to play in the second game area 12b, and as long as the game ball is shot toward the second game area 12b, the game ball will frequently enter the second start winning hole 16. If a game ball enters the second start winning hole 16 during the low-probability time-saving game state LJT2, a lottery based on the ball's entry will determine whether the ball will enter the jackpot or a time-saving bonus. If a jackpot is won, the jackpot symbol X4, X5, or X6 will be determined, and if a time-saving bonus is won, the time-saving symbol J1 or J2 will be determined (see Figures 7(a) and 8(b)).

[0241] If a jackpot is won and jackpot pattern X4 is determined, a predetermined number of game balls will not enter specific area 57 during the special game based on that determination, so the game state after the special game ends is set to a low-probability time-saving game state LJT2, and the number of time-saving times is set to 100 (see Figure 10(a)). If a jackpot is won and jackpot pattern X5 or X6 is determined, a predetermined number of game balls can enter specific area 57 during the special game based on that determination, and when the predetermined number of game balls enter, the game state after the special game ends is set to a high-probability time-saving game state, and both the high-probability number of times and the number of time-saving times are set to 10,000 (see Figure 10(b)). On the other hand, as mentioned above, if a time-saving award is won during the low-probability time-saving game state LJT2 and the time-saving pattern J1 or J2 is determined, a new time-saving game state JT1 or JT2 is not set based on that determination, and the currently set low-probability time-saving game state LJT2 continues, so there is no transition to another game state (see Figures 10(c) and (d)). In other words, in the pachinko machine P of this embodiment, if a game ball is shot toward the second game area 12b during the low-probability time-saving game state LJT2, upon winning a jackpot, the machine will transition to the low-probability time-saving game state LJT2 (number of time-saving times is 100) or the high-probability time-saving game state (number of high-probability times and number of time-saving times is 10,000) (see Figure 40).

[0242] During the high-probability time-saving game state, the probability of winning a jackpot is higher than during the normal game state, the low-probability time-saving game state LJT1, and the low-probability time-saving game state LJT2, and similarly to the low-probability time-saving game state LJT2, when a game ball is shot toward the second game area 12b, the game ball can enter the second start winning port 16 with a high frequency (see Figures 7(b), 14(c), 15, and 16). In other words, during the high-probability time-shortened game state, there is a higher probability of winning a jackpot than during the normal game state, the low-probability time-shortened game state LJT1, and the low-probability time-shortened game state LJT2, and prize balls can be obtained more frequently based on game balls entering the second starting winning slot 16, and the decrease in game balls as the game progresses can be suppressed more than during the normal game state and the low-probability time-shortened game state LJT1, making it a more advantageous game state (the most advantageous game state) than during the normal game state, the low-probability time-shortened game state LJT1, and the low-probability time-shortened game state LJT2. Furthermore, as described above, during the high- and low-probability time-saving game state, the player is allowed to play in the second game area 12b, and as long as the game ball is shot toward the second game area 12b, the game ball will frequently enter the second start winning hole 16. If a game ball enters the second start winning hole 16 during the high-probability time-saving game state, a lottery based on the ball's entry will determine whether the player will win a jackpot or a time-saving award; if the player wins a jackpot, the jackpot symbol X4, X5, or X6 will be determined, and if the player wins a time-saving award, the time-saving symbol J1 or J2 will be determined (see Figures 7(b) and 8(b)).

[0243] If a jackpot is won and jackpot pattern X4 is determined, a predetermined number of game balls will not enter specific area 57 during the special game based on that determination, so the game state after the special game ends is set to a low-probability time-saving game state LJT2, and the number of time-saving times is set to 100 (see Figure 10(a)). If a jackpot is won and jackpot pattern X5 or X6 is determined, a predetermined number of game balls can enter specific area 57 during the special game based on that determination, and when the predetermined number of game balls enter, the game state after the special game ends is set to a high-probability time-saving game state, and both the high-probability number of times and the number of time-saving times are set to 10,000 (see Figure 10(b)). On the other hand, as mentioned above, if a time-saving award is won during a high-probability time-saving game state and the time-saving symbol J1 or J2 is determined, a new time-saving game state JT1 or JT2 is not set based on that determination, and the currently set low-probability time-saving game state LJT2 continues, so there is no transition to another game state (see Figures 10(c) and (d)). In other words, in the pachinko machine P of this embodiment, if a game ball is shot toward the second game area 12b during a high-probability time-saving game state, upon winning a jackpot, the machine will transition to a low-probability time-saving game state LJT2 (number of time-saving times is 100) or a high-probability time-saving game state (number of high-probability times and number of time-saving times is 10,000) (see Figure 40).

[0244] In the pachinko machine P according to this embodiment, during the normal game state that is set after the RAM is cleared or the low-probability time-saving game state LJT2 with 100 time-saving times ends, the probability of winning the time-saving award is high (approximately 1 / 20), and when the time-saving award is won, the time-saving symbol J1 is more likely to be determined than the time-saving symbol J2. Therefore, there is a high possibility that the machine will transition to the low-probability time-saving game state LJT1 before winning a jackpot in the normal game state. In the normal gaming state, when the time-saving symbol J2 is determined by winning the time-saving award, the game transitions to a low-probability time-saving gaming state LJT2 in which the number of time-saving plays is 10,000. In contrast, in the low-probability time-saving gaming state LJT1 to which the game transitions from the normal gaming state as described above, even if the time-saving symbol J2 is determined by winning the time-saving award, the game transitions to the low-probability time-saving gaming state LJT2 in which the number of time-saving plays is 10,000. In other words, after transitioning from the normal gaming state to the low-probability time-saving gaming state LJT1, the game transitions to the low-probability time-saving gaming state LJT2 in which the number of time-saving plays is 10,000, even if the time-saving award is won, unless the normal gaming state is set again. As described above, in the pachinko machine P according to this embodiment, in the normal game state which is set after RAM is cleared or after the end of the low-probability time-saving game state LJT2 with 100 time-saving times, if a jackpot is won or the time-saving pattern J2 is determined before the time-saving pattern J1 is determined, the machine transitions to the low-probability time-saving game state LJT2 with 10,000 time-saving times, which is advantageous for the player and allows the player to reliably win a jackpot while suppressing the decrease in game balls that occurs as the game progresses. On the other hand, in the low-probability time-saving game state LJT1, which is easy to transition to from the normal game state and which is easy to stay in longer than the normal game state, the machine does not transition to the low-probability time-saving game state LJT2 with 10,000 time-saving times. Therefore, a novel game feature can be imparted in which the normal game state becomes a chance zone where there is a possibility of transitioning to a low-probability time-saving game state LJT2 in which the number of time-saving times advantageous to the player is 10,000, thereby increasing the interest of the player. Furthermore, during both the normal game state and the low-probability time-saving game state LJT1, the player is allowed to play in the first game area 12a, so that the player can switch from the normal game state to the low-probability time-saving game state LJT1, which is a different game state, without having to change his / her game operation, thereby providing a novel gameplay feature.

[0245] (Outline of the performance in the pachinko machine P) As described above, the special game, normal game, and bonus game progress as various processes are executed on the main control board 100. During the progress of these games, the main control board 100 transmits various commands to the sub-control board 300, which receives these commands and controls the presentation as the game progresses. Below, we will explain the changing effects that are executed in conjunction with the changing display of the special pattern and can notify (indicate) the result of the lottery.

[0246] (Outline of the production status) In the pachinko machine P according to this embodiment, a plurality of types of presentation states are provided which are referenced to execute the variable presentation described later, and the sub-CPU 301 is configured to set one of the presentation states based on a transition to the above-mentioned game states (normal game state, low-probability time-shortened game state LJT1, low-probability time-shortened game state LJT2, high-probability time-shortened game state), the occurrence of a power outage, winning a time-shortened award, etc. Also, an execution mode of the variable presentation which can be selected for each presentation state is respectively determined, and the variable presentation can be executed by one of the execution modes according to the presentation state being set. Specifically, in the pachinko machine P of this embodiment, the presentation states include a normal presentation state that remains during the normal game state, a low-probability time-saving presentation state A1 and a low-probability time-saving presentation state A2 that remain during the low-probability time-saving game state LJT1, a low-probability time-saving presentation state B that remains during the low-probability time-saving game state LJT2 with 10,000 time-saving times, a low-probability time-saving presentation state C that remains during the low-probability time-saving game state LJT2 with 100 time-saving times, and a high-probability time-saving presentation state that remains during the high-probability time-saving game state.

[0247] In the pachinko machine P according to this embodiment, as shown in FIG. 41, when the normal game state is set (the game transitions to the normal game state), the presentation state is set to the normal presentation state (the normal presentation state is started). In the normal presentation state based on the setting of the normal gaming state, when a time-saving award is won and the time-saving symbol J1 is determined, resulting in a transition to a low-probability time-saving gaming state LJT1, the presentation state is set to a low-probability time-saving presentation state A1. When a time-saving award is won and the time-saving symbol J2 is determined, resulting in a transition to a low-probability time-saving gaming state LJT2 with 10,000 time-saving cycles, the presentation state is set to a low-probability time-saving presentation state B. When a transition to a low-probability time-saving gaming state LJT2 with 100 time-saving cycles is made based on a jackpot win, the presentation state is set to a low-probability time-saving presentation state C. When a transition to a high-probability time-saving gaming state is made based on a jackpot win, the presentation state is set to a high-probability time-saving presentation state (see FIG. 41). Although not specifically shown, if a power interruption occurs during the setting of the normal presentation state (normal gaming state) and normal power interruption restoration processing is performed, the presentation state remains in the normal presentation state.

[0248] If a power interruption occurs and normal power interruption recovery processing is performed while low-probability time-saving presentation state A1 is being set based on a transition to low-probability time-saving game state LJT1 (i.e., the conditions for RAM clear processing are not met and recovery from power interruption occurs without the RAM clear processing being performed), the presentation state is set to low-probability time-saving presentation state A2 (see FIG. 41). Also, if a time-saving award is won and time-saving pattern J1 or J2 is determined while low-probability time-saving presentation state A2 is being set, the presentation state is set to low-probability time-saving presentation state A1 (see FIG. 41). Note that, although not specifically shown, if a power interruption occurs and normal power interruption recovery processing is performed while low-probability time-saving presentation state A2 is being set, the presentation state will remain in low-probability time-saving presentation state A2. Furthermore, in the low-probability time-saving game state LJT1, regardless of whether the low-probability time-saving presentation state A1 or A2 is set, if the game transitions to the low-probability time-saving game state LJT2 with 100 time-saving cycles based on a jackpot win, the presentation state is set to the low-probability time-saving presentation state C, and if the game transitions to the high-probability time-saving game state based on a jackpot win, the presentation state is set to the high-probability time-saving presentation state, and if the game transitions to the normal game state because the special pattern has been displayed 10,000 times without a jackpot win, the presentation state is set to the normal presentation state (see Figure 41).

[0249] During the setting of low-probability time-saving effect state B based on a transition to the low-probability time-saving game state LJT2 with 10,000 time-saving cycles, if a jackpot is won and the game transitions to the low-probability time-saving game state LJT2 with 100 time-saving cycles, the presentation state is set to low-probability time-saving effect state C. Also, if a jackpot is won and the game transitions to the high-probability time-saving game state, the presentation state is set to the high-probability time-saving effect state. Also, if a special symbol variable display is performed 10,000 times without a jackpot being won and the game transitions to the normal game state, the presentation state is set to the normal presentation state (see Figure 41). Note that, although not specifically shown, if a power interruption occurs during the setting of low-probability time-saving effect state B (low-probability time-saving game state LJT2 with 10,000 time-saving cycles) and normal power interruption restoration processing is performed, the presentation state will remain in low-probability time-saving effect state B.

[0250] During the setting of the low-probability time-saving effect state C based on a transition to the low-probability time-saving game state LJT2 with 100 time-saving times, if the game transitions again to the low-probability time-saving game state LJT2 with 100 time-saving times based on a jackpot win, the effect state is reset to the low-probability time-saving effect state C. Also, if the game transitions to the high-probability time-saving game state based on a jackpot win, the effect state is set to the high-probability time-saving effect state. Also, if the game transitions to the normal game state because the special symbol variable display is performed 100 times without a jackpot win, the effect state is set to the normal effect state (see Figure 41). Note that, although not specifically shown, if a power interruption occurs during the setting of the low-probability time-saving effect state C (the low-probability time-saving game state LJT2 with 100 time-saving times) and normal power interruption restoration processing is performed, the effect state will remain in the low-probability time-saving effect state C.

[0251] During the setting of the high-probability time-saving effect state based on a transition to the high-probability time-saving game state, if a jackpot is won and the game transitions to a low-probability time-saving game state LJT2 with 100 time-saving cycles, the effect state is set to the low-probability time-saving effect state C, and if a jackpot is won and the game transitions back to the high-probability time-saving game state, the effect state is reset to the high-probability time-saving effect state, and if a jackpot is not won and the game transitions to the normal game state because the special symbol variable display is performed 10,000 times, the effect state is set to the normal effect state (see Figure 41). Although not specifically shown, if a power interruption occurs during the setting of the high-probability time-saving effect state (high-probability time-saving game state) and normal power interruption restoration processing is performed, the effect state will remain in the high-probability time-saving effect state.

[0252] (Summary of the variable effects) In the pachinko machine P according to this embodiment, as described above, a variable effect is executed in which the result of the winning / losing lottery is notified (suggested) by the display mode of the effect pattern 50 in conjunction with the variable display of the special pattern. In this variable effect, the variable display of the effect pattern 50 (dummy pattern) is performed superimposed on the background image displayed on the display unit 21a of the effect display device 21. Then, the result of the winning / losing lottery can be notified to the player by the combination (stop display mode) of the effect pattern 50 that is stopped and displayed after the variable display.

[0253] In the pachinko machine P according to this embodiment, as shown in FIGS. 42 to 46, the performance symbols 50 are symbols that display numbers "1" to "9" (hereinafter also referred to as number symbols). It should be noted that the performance symbols 50 are not limited to number symbols, and may be special symbols (for example, pseudo consecutive symbols indicating that a pseudo consecutive performance will be performed, or a pre-reading symbol indicating that a pre-reading performance will be performed) that indicate that a predetermined performance will be performed when the performance symbol is stopped (for example, a pseudo consecutive performance in which a temporary stop is performed a predetermined number of times in a predetermined temporary stop display mode, or a pre-reading performance that is performed on a predetermined hold and can be performed before the variable performance based on the hold) may be provided. Also, the performance symbol 50 may be a symbol consisting of a number display portion that displays numbers and a non-number display portion that displays other images other than numbers (for example, an image of a character, etc.).

[0254] In the pachinko machine P according to this embodiment, when the variable display of the special symbols starts, the variable display of all the performance symbols 50 starts from the state in which all the performance symbols 50 are displayed stationary (see Figures 42(a)-(b), 43(a)-(b), 44(a)-(b), 45(a)-(b), 46(a)-(b)). The downward arrows in the figures indicate that the performance symbols 50 are displayed scrolling from top to bottom. After that, the effect pattern 50 located on the left side (hereinafter also referred to as the first stop pattern), the effect pattern 50 located on the right side (hereinafter also referred to as the second stop pattern), and the effect pattern 50 located in the center (hereinafter also referred to as the third stop pattern) are displayed in this order (see Figures 42(c) to (e)).

[0255] If the result of the lottery is a jackpot, the first, second, and third stop symbols will all stop and display with the same number pattern (for example, 222, 555, etc.), thereby announcing that a jackpot has been won (see Figure 43(e)). Note that, hereinafter, such a stop display pattern will also be referred to as a "winning pattern."

[0256] On the other hand, if the result of the lottery is a win or a loss for the time-saving award, at least one of the first stop pattern, the second stop pattern, and the third stop pattern is stopped and displayed with a different number pattern, thereby notifying the player of the win or loss for the time-saving award (see Figures 42(e), 44(e), 45(f), and 46(f)). Note that, hereinafter, such a stop display mode will also be referred to as a "non-winning mode." In this way, in the pachinko machine P according to this embodiment, the stop display mode of the effect pattern 50 is a non-winning mode in either the case of a win or a loss for the time-saving award, so that the player can know from the stop display mode of the effect pattern 50 that the result of the lottery is not a win of the jackpot, but cannot know whether the time-saving award is a win or a loss. In addition, when a time-saving award is won, the display mode of the effect symbols 50 may be a special mode different from the above-mentioned winning mode and non-winning mode (for example, a mode in which all effect symbols 50 are displayed as a special pattern (for example, the letter "J") corresponding to the winning of the time-saving award). In this case, the display mode of the effect symbols 50 allows the player to understand that they have won the time-saving award.

[0257] In addition, the execution modes of the variable effects are roughly classified into normal non-winning variable patterns, reach variable patterns with development, reach variable patterns without development, special reach variable patterns, and special non-winning variable patterns. The normal non-winning variation pattern is an execution mode in which the first and second stopping patterns are displayed as different number patterns, and then the third stopping pattern is displayed as is, and the stopping display mode of the performance pattern 50 becomes a non-winning mode (see Figures 42(c) to (e)). The reach variation pattern with development is an execution mode in which a reach display is performed in which the first and second stop patterns are stopped and displayed with the same number pattern, and then a reach development effect is executed in which a predetermined development effect image is displayed on the display unit 21a along with the changing display of the third stop pattern, and then the third stop pattern is stopped and displayed, and the stop display mode of the effect pattern 50 becomes a non-winning mode or a winning mode (see Figures 43(c) to (e)). Although not specifically shown, the no-development reach variation pattern is an execution mode in which, after a reach display is made, the third stop pattern is stopped and displayed without the above-mentioned reach development effect being executed, and the stop display mode of the effect pattern 50 becomes a non-winning mode or a winning mode. The special reach variation pattern is an execution mode in which, after the variation display of the performance pattern 50 begins, a special teasing effect is executed on the display unit 21a, in which a special development effect image is displayed along with the variation display of the first stop pattern, second stop pattern, and third stop pattern, to suggest whether or not a special reach variation effect will be executed, a reach display is executed after a suggestion that the special reach variation effect will be executed, the above-mentioned special reach variation effect is executed, and then the third stop pattern is displayed as stopped, and the display mode of the performance pattern 50 becomes a non-winning mode (see Figures 45(c) to (f) and Figures 46(c) to (f)). The special non-winning variation pattern is an execution mode in which, after the display of the variation of the performance pattern 50 begins, the above-mentioned special teasing performance is executed on the display unit 21a along with the display of the variation of the first, second and third stop patterns, but an indication is given that the special reach development performance will not be executed, the reach display is not executed, the first, second and third stop patterns are displayed stopped, and the stop display mode of the performance pattern 50 becomes a non-winning mode (see Figures 44(c) to (e)).

[0258] In the pachinko machine P according to this embodiment, the reach variation pattern with development is set to be more likely to be executed when a jackpot is won than the reach variation pattern without development, thereby increasing the player's sense of expectation.

[0259] In addition, for each execution mode, various settings are made, such as how the changing display of the performance pattern 50 is displayed, and various images to be displayed during the changing display (for example, a preview image that is a video or still image different from the performance pattern 50 and that increases the anticipation of winning a jackpot, or the above-mentioned development performance image). For example, the development effect images displayed in the reach development effect of the development reach variation pattern include low expectation development effect images which can be displayed in any of the cases of a miss, a win with time reduction, and a win with a jackpot, but which are set to have a relatively low probability of being displayed if a jackpot is won; high expectation development effect images which can be displayed in any of the cases of a miss, a win with time reduction, and a win with a jackpot, but which are set to have a relatively high probability of being displayed if a jackpot is won; and jackpot confirmed development effect images which are not displayed in any of the cases of a miss or a win with time reduction, but which are displayed only if a jackpot is won. As a result, when a high expectation development presentation image is displayed in the reach development presentation, the expectation of winning a jackpot increases compared to when a low expectation development presentation image is displayed, and when a jackpot confirmation development presentation image is displayed, the player can recognize that he or she has won a jackpot, thereby increasing the player's interest.

[0260] Furthermore, in each of the above-mentioned effects, not only may images be displayed but also predetermined sounds may be output, and effect lighting device 23 (lamp) may be made to emit light in a predetermined lighting pattern or color.

[0261] In the pachinko machine P of this embodiment, the execution mode of the variable performance that can be performed is determined for each performance state and the result of the win / lose lottery, and the variable performance is executed in one of the execution modes that can be performed depending on the currently set performance state and the result of the win / lose lottery. The outline of the variable effects executed during each effect state will be described in detail later.

[0262] Furthermore, in the pachinko machine P according to this embodiment, in addition to the variable display of the above-mentioned performance symbol 50, a variable display of a mini-symbol MD, which is much smaller than the performance symbol 50 and is harder for a player to see than the performance symbol 50, is also performed in the lower right corner of the display section 21a (see Figure 42(a) etc.). Then, the result of the winning / losing lottery is also notified (suggested) to the player by the combination of mini-symbols MD (stop display mode) that are stopped and displayed after the variable display.

[0263] The mini pattern MDs are the same as the performance pattern 50, with the number patterns "1" to "9", and the number pattern "0" which is not used in the performance pattern 50, and three mini pattern MDs are displayed side by side as shown in Figure 42 etc. When the variable display of the special pattern starts, all mini pattern MDs are displayed in a frozen state, and then the variable display of all mini pattern MDs (scrolling display from top to bottom) starts, and when the variable display of the special pattern ends (when the special pattern is displayed in a frozen state), the mini pattern MD located on the left, the mini pattern MD located in the center and the mini pattern MD located on the right are all displayed in a frozen state at the same time.

[0264] At this time, regardless of the presentation state, if the result of the lottery is a miss or a jackpot, and if the time-saving effect is awarded in low-probability time-saving presentation state A1, low-probability time-saving presentation state B, low-probability time-saving presentation state C, or high-probability time-saving presentation state, the mini-pattern MD located on the left side is displayed as a stopped symbol with the same number as the presentation pattern 50 (first stop pattern) located on the left side, the mini-pattern MD located in the center is displayed as a stopped symbol with the same number as the presentation pattern 50 (third stop pattern) located in the center, and the mini-pattern MD located on the right side is displayed as a stopped symbol with the same number as the presentation pattern 50 (second stop pattern) located on the right side (see Figures 42(e), 43(e), and 44(e)). In other words, the presentation patterns 50 and mini-pattern MD in corresponding positions are all displayed as stopped symbols with the same number. On the other hand, if a time-saving bonus is awarded in the normal presentation state or the low-probability time-saving presentation state A2, the mini pattern MD located on the left side will be displayed stopped with the same number pattern as the presentation pattern 50 located on the left side, and the mini pattern MD located on the right side will be displayed stopped with the same number pattern as the presentation pattern 50 located on the right side, but the mini pattern MD located in the center will be displayed stopped with the number pattern "0" (i.e., a number pattern different from the presentation pattern 50 located in the center) (see Figure 45(f) and Figure 46(f)).

[0265] (Overview of background image display) In the pachinko machine P of this embodiment, the background images displayed on the display unit 21a of the effect display device 21 include a first background image corresponding to the normal game state and a low-probability time-shortened game state LJT1 with 10,000 time-shortening operations (see Figures 42(a) to (e), 43(a) to (c), 44(a) to (b) and (e), 45(a) to (b), 46(a) to (b) and (g)), a second background image corresponding to a low-probability time-shortened game state LJT2 with 100 time-shortening operations (see Figure 47(b)), and a third background image corresponding to the low-probability time-shortened game state LJT2 with 10,000 time-shortening operations and a high-probability time-shortened game state (see Figure 45(g)), and the background images are displayed on the display unit 21a during each game state.

[0266] Specifically, the first background image is displayed during the normal game mode, which is set after the RAM is cleared or after the low-probability time-saving game mode LJT2 (100 times of time-saving) has ended due to 100 special symbol variable displays without a jackpot win, and during the low-probability time-saving game mode LJT1 (10,000 times of time-saving) which is set based on the determination of the time-saving symbol J1 during the normal game mode. In other words, the same background image is displayed during both the normal game mode and the low-probability time-saving game mode LJT1. This prevents the player from knowing from the displayed background image whether the normal game mode or the low-probability time-saving game mode LJT1 is set. A second background image is displayed during a low-probability time-saving game state LJT2 with 100 time-saving times, which is set after the special game based on the determination of the jackpot pattern X1 or X4 has ended (when the specified number of game balls does not enter the specific area 57). The third background image is displayed during both the low-probability time-saving game state LJT2, which is set based on the determination of the time-saving symbol J2 during the normal game state and involves 10,000 time-saving spins, and the high-probability time-saving game state, which is set after the special game based on the determination of the jackpot symbol X2, X3, X5, or X6 has ended (when a predetermined number of game balls enter the specific area 57). That is, the same background image is displayed during both the low-probability time-saving game state LJT2 and the high-probability time-saving game state. Although these are different game states with different probabilities of winning a jackpot, they both continue until a jackpot is won and have the same normal game performance, so they are essentially game states with the same advantageous level. Therefore, by displaying the same background image, the player can be given the impression that they are playing in the same game state without actively suggesting that they are different game states. In addition, different background images may be displayed during the low-probability time-saving game state LJT2 with 10,000 time-saving times and during the high-probability time-saving game state.

[0267] (Summary of effects that can be performed during each effect state) Below, we will explain in detail the various effects that can be executed during each effect state. (1) During normal performance (normal gameplay) As described above, after the RAM is cleared or after the low probability time-saving game state LJT2 with 100 time-saving cycles ends due to 100 special symbol variable displays being executed without winning a jackpot, the normal game state is set and the presentation state is set to the normal presentation state. Then, when the normal presentation state (normal gaming state) is set, the display unit 21a displays a first background image and a chance zone stay suggestion (for example, a chance zone stay suggestion image in which the words "Super time with a character appearing!?" scroll horizontally) that suggests that the player may be staying in the normal gaming state, which is a chance zone (see Figures 42(a) to (e), 43(a) to (c), 44(a) to (e), 45(a) to (f), and 46(a) to (f)). The display of the first background image and the suggestion of staying in the chance zone are continuously executed during the normal presentation state (normal gaming state), except for certain periods. Note that if a power interruption occurs during the normal presentation state (normal gaming state) and normal power interruption recovery processing is executed, the player remains in the normal presentation state (normal gaming state), and therefore the first background image is displayed and the suggestion of staying in the chance zone is continued even after the power interruption is restored. Furthermore, although not specifically shown, when the normal game state is set, a left hit suggestion is made to suggest that the game ball will be shot toward the first game area 12a (for example, a left hit suggestion image such as "←←← left hit" is displayed, and a left hit lamp is turned on to suggest the shot). This left hit suggestion may be made to continue during the normal presentation state (normal game state), or may be made to continue from the time the normal presentation state (normal game state) is set until a predetermined end point (for example, the time when a predetermined time (for example, 5 seconds) has elapsed since the first variable presentation started).

[0268] Then, a change performance is executed in accordance with the change display of the special symbol. (1-1) If the result of the lottery is a loss In the normal presentation state (normal game state), if the result of the winning / losing lottery is a loss, a variation presentation can be executed using any one of a normal non-winning variation pattern, a reach variation pattern without development, a reach variation pattern with development, or a special non-winning variation pattern.

[0269] Specifically, in the case of a variation effect based on a normal non-winning variation pattern, when the variation display of the special pattern (losing pattern) starts while the indication of staying in the chance zone is still being made on the display unit 21a as described above, the variation display of all the performance patterns 50 starts in the center of the display unit 21a, and the variation display of all the mini patterns MD starts in the lower right corner of the display unit 21a (see Figures 42(a) to (b)). In the variation presentation based on this normal non-winning variation pattern, as described above, no reach display is performed (see Fig. 42(c) to (d)). Then, when the special pattern variation time has elapsed and a losing pattern is stopped and displayed on the first special pattern display device 30 or the second special pattern display device 31, all of the effect patterns 50 are stopped and displayed due to the non-winning mode, and the mini pattern MD at the position corresponding to each effect pattern 50 is stopped and displayed with the same number pattern as the effect pattern 50 (see Figures 42(c) to (e)). After that, these effect patterns 50 and mini pattern MD are stopped and displayed until the stop display time (0.5 seconds) has elapsed.

[0270] In the variation performance by the no-development reach variation pattern, as in the variation performance by the normal non-winning variation pattern described above, when the variation display of the special symbol (missing symbol) starts while the chance zone stay suggestion is being performed, the variation display of the performance symbol 50 and the mini symbol MD starts (see Figure 43(a)-(b)). After that, the reach display is performed in the center of the display unit 21a (see Figure 43(c)). In the variation effect based on this no-development reach variation pattern, as described above, the reach development effect is not performed after the reach display. Then, similar to the variation effect due to the normal non-winning variation pattern described above, when the variation time of the special pattern has passed and a losing pattern is stopped and displayed on the first special pattern display device 30 or the second special pattern display device 31, all the performance patterns 50 are stopped and displayed due to the non-winning mode, and the mini pattern MD at the position corresponding to each performance pattern 50 is stopped and displayed with the same number pattern as the performance pattern 50. After that, these performance patterns 50 and mini pattern MD are stopped and displayed until the stop display time (0.5 seconds) has passed.

[0271] In the variable effect based on the reach variable pattern with development, similar to the variable effect based on the reach variable pattern without development described above, when the indication of staying in the chance zone is kept and the variable display of the special pattern (missing pattern) starts, the variable display of the performance pattern 50 and the mini pattern MD starts, and then the reach display is made in the center of the display section 21a (see Figures 43(a) to (c)). After the reach display is performed, a reach development effect is executed. In this reach development effect, various development effect images (such as the above-mentioned low expectation development effect image and high expectation development effect image) are displayed on a part or the entire surface of the display unit 21a (see FIG. 43(d)). In addition, during the execution of the reach development effect, in order to prevent a decrease in visibility of the development effect image, the change display of the effect pattern 50 (reach display using the first and second stop patterns, and the change display of the third stop pattern) is performed in the upper right corner rather than in the center of the display unit 21a, and no suggestion of staying in the chance zone is made (see Figure 43(d)). In addition, while the reach development effect is being executed, the display of the change in the effect pattern 50 may not be performed at all, and even while the reach development effect is being executed, a suggestion of staying in the chance zone may be given. Then, in this reach development effect, a loss indication is made to suggest that the result of the lottery is a loss (for example, a loss indication image is displayed to indicate that the result of the predetermined story shown in the development effect image has failed), and the reach development effect ends. Note that this reach development effect ends just before the special symbol variation time has elapsed (the special symbol is displayed stationary on the first special symbol display device 30 or the second special symbol display device 31). After that, similar to the variation effect due to the above-mentioned no-development reach variation pattern, when the variation time of the special symbol has passed and a losing symbol is stopped and displayed on the first special symbol display device 30 or the second special symbol display device 31, all the performance symbols 50 are stopped and displayed in a non-winning state in the center of the display unit 21a, and the mini symbol MD at the position corresponding to each performance symbol 50 is stopped and displayed with the same number symbol as the performance symbol 50. After that, these performance symbols 50 and mini symbol MD are stopped and displayed until the stop display time (0.5 seconds) has passed.

[0272] In the variation effect based on the special non-winning variation pattern, similar to the variation effect based on the no-development reach variation pattern described above, when the indication of staying in the chance zone is kept and the variation display of the special pattern (losing pattern) starts, the variation display of the performance pattern 50 and the mini pattern MD starts (see Figure 44 (a) to (b)). After that, a special provocative effect is executed to indicate whether or not a special reach development effect will be executed, which will be described later. In this special provocative effect, a special provocative image (for example, an image indicating whether or not a character used in the special reach development effect will appear (an image that creates anticipation for the appearance of the character)) is displayed on the entire surface of the display unit 21a (see FIG. 44(c)). Also, during the execution of the special hype effect, in order to prevent a decrease in the visibility of the special hype image, the display of the change in the effect pattern 50 (the change in the first stop pattern, the second stop pattern, and the third stop pattern) is performed in the upper right corner rather than in the center of the display unit 21a (see Figure 44(c)). On the other hand, the suggestion of staying in the chance zone continues even during the execution of the special hype effect (see Figures 44(c) to (d)). During the execution of the special promotional effect, the display of the change in the effect pattern 50 may not be performed at all, and the indication of staying in the chance zone may not be given. Then, in this special provocative performance, as described above, a suggestion is made that the special reach development performance will not be executed (for example, a non-execution suggestion image is displayed indicating that a character used in the special reach development performance has not appeared) (see Figure 44(d)), and the special provocative performance ends. Note that this special provocative performance ends just before the special pattern variation time elapses (a losing pattern is displayed stationary on the first special pattern display device 30 or the second special pattern display device 31). After that, just like the variation effects due to the reach variation pattern without development and the reach variation pattern with development described above, when the variation time of the special pattern has passed and a losing pattern is stopped and displayed on the first special pattern display device 30 or the second special pattern display device 31, all the performance patterns 50 are stopped and displayed in a non-winning state in the center of the display unit 21a, and the mini pattern MD at the position corresponding to each performance pattern 50 is stopped and displayed with the same number pattern as the performance pattern 50. After that, these performance patterns 50 and mini pattern MD are stopped and displayed until the stop display time (0.5 seconds) has passed.

[0273] (1-2) If the result of the lottery is a jackpot During the normal presentation state (normal game state), if the result of the lottery is a big win, a variation presentation can be executed using either a reach variation pattern without development or a reach variation pattern with development.

[0274] When the result of the lottery is a jackpot, the variation effect of the no-development reach variation pattern is executed in the same manner as the variation effect of the no-development reach variation pattern in the case of a loss as described above. When the variation time of the special pattern has elapsed and the jackpot pattern is stopped and displayed on the first special pattern display device 30 or the second special pattern display device 31, all the variation patterns 50 are stopped and displayed in the center of the display unit 21a according to the winning mode, and the mini pattern MD in the position corresponding to each variation pattern 50 is stopped and displayed with the same number pattern as the variation pattern 50 (see Figure 43(e)). Also, on the display unit 21a, a winning notification image (for example, an image saying "BONUS!") that notifies that a jackpot has been won is displayed (see Figure 43(f)). Then, the variation patterns 50 and mini pattern MD are stopped and displayed until the stop display time (0.5 seconds) has elapsed, and the special game begins when the stop display time has elapsed.

[0275] When the result of the win / lose lottery is a jackpot, the change presentation using the development reach change pattern is executed in the same manner as the change presentation using the development reach change pattern in the case of a loss as described above, but in the reach development presentation, unlike in the case of a loss, a jackpot suggestion is made that suggests that the result of the win / lose lottery is a jackpot (for example, a jackpot suggestion image is displayed that indicates that the outcome of a specified story shown in the development presentation image has been successful). Then, when the special pattern variation time has elapsed and the jackpot pattern is stopped and displayed on the first special pattern display device 30 or the second special pattern display device 31, all of the effect patterns 50 are stopped and displayed in the center of the display unit 21a according to the winning mode, and the mini pattern MD at the position corresponding to each effect pattern 50 is stopped and displayed with the same number pattern as the effect pattern 50 (see Figure 43(e)). Also, the above-mentioned winning notification image is displayed on the display unit 21a (see Figure 43(f)). Then, the effect patterns 50 and mini pattern MD are stopped and displayed until the stop display time (0.5 seconds) has elapsed, and when the stop display time has elapsed, the special game begins.

[0276] (1-3) If the result of the lottery is a win for the time-saving grant and the time-saving pattern J2 is determined During the normal presentation state (normal game state), if the result of the lottery is a win for time-saving grant and the time-saving pattern J2 is determined, a variation presentation using a special reach variation pattern will be executed.

[0277] In the variation effect by the special reach variation pattern executed when the time-saving pattern J2 is determined, similar to the variation effect by the special non-winning variation pattern when the result of the winning / losing lottery described above is a loss, when the variation display of the special pattern (time-saving pattern J2) starts while the chance zone stay suggestion is being carried out, the variation display of the performance pattern 50 and the mini pattern MD starts, and then the special stimulating performance is executed (see Figure 45 (a) to (c)). Also, the variation display of the performance pattern 50 during the execution of the special stimulating performance and the aspect of the chance zone stay suggestion are also similar to the variation effect by the special non-winning variation pattern when the result of the winning / losing lottery described above is a loss (see Figure 45 (c)). Then, in this special provocative effect, as described above, a suggestion that a special reach development effect will be executed (for example, the display of an execution suggestion image suggesting the appearance of a character used in the special reach development effect) is made (see Figure 45(d)), and the special provocative effect ends. This special provocative effect ends just before the special pattern variation time has elapsed (the time-saving pattern J2 is displayed stopped on the first special pattern display device 30 or the second special pattern display device 31). After that, when the variation time of the special symbols has elapsed and the time-saving symbol J2 is stopped and displayed on the first special symbol display device 30 or the second special symbol display device 31, a reach display is made in the upper right corner of the display unit 21a, and a special reach development effect (for example, displaying an image of a showdown between an appeared character and an enemy character) is started on the entire surface of the display unit 21a (see FIG. 45(e)). Also, at this time, the mini symbol MD in the position corresponding to the first stop symbol is stopped and displayed with the same number symbol as the effect symbol 50, the mini symbol MD in the position corresponding to the second stop symbol is stopped and displayed with the same number symbol as the effect symbol 50, and the mini symbol MD in the position corresponding to the third stop symbol is stopped and displayed with the number symbol "0" (see FIG. 45(e)). As a result, although it is difficult to see, the stop display mode of the mini symbol MD suggests that the time-saving award has been won. In this special reach development effect, a highly advantageous result is indicated (for example, a "WIN!" image is displayed indicating that the character has won the battle) indicating that the result of the lottery is a win for the time-saving grant and that the time-saving symbol J2 has been determined (i.e., a transition to a low-probability time-saving game state LJT2 with 10,000 time-saving cycles will occur). At the same time, in the upper right corner of display unit 21a, a third stop symbol with a number symbol different from the first and second stop symbols (for example, a number symbol that is one number different from the first and second stop symbols) is displayed as a non-winning symbol, and all effect symbols 50 are displayed as a non-winning symbol, thereby ending the special reach development effect. This special reach development effect ends just before the stop display time (20 seconds) has elapsed. In other words, the special reach development effect is executed between the time-saving symbol J2 is displayed as a non-winning symbol and the time-saving symbol J2 has elapsed. Thereafter, the display of the effect symbols 50 and mini symbols MD is stopped until the stop display time (20 seconds) has elapsed, and when the stop display time has elapsed, a low-probability time-saving game state LJT2 with 10,000 time-saving times is set, and the effect state is set to the low-probability time-saving effect state B. At this time, the chance zone stay suggestion that was being performed on the display unit 21a ends, and a third background image is displayed, and a high-advantage state setting suggestion that indicates that the low-probability time-saving game state LJT2 with 10,000 time-saving times has been set (for example, display of a high-advantage state setting suggestion image such as "Super time start!") and a right-hit suggestion (for example, display of a right-hit suggestion image such as "→→→ right hit," lighting of the right-hit lamp suggesting a right hit, etc.) are also performed (see FIG. 45(g)). In addition, this right-hit suggestion may be continuously executed during the above-mentioned low-probability time-saving game state LJT2 (low-probability time-saving presentation state B), or may be continuously executed from the time the low-probability time-saving game state LJT2 (low-probability time-saving presentation state B) is set until a predetermined end point (for example, the time when a predetermined time (for example, 5 seconds) has elapsed since the first variable presentation started).

[0278] (1-4) If the result of the lottery is that the time-saving grant is won and the time-saving pattern J1 is determined During the normal presentation state (normal game state), if the result of the lottery is a win for time-saving grant and the time-saving symbol J1 is determined, a variation presentation based on a special reach variation pattern is executed, just as when the time-saving symbol J2 is determined.

[0279] In the variation effect by the special reach variation pattern executed when the time-saving symbol J1 is determined, the manner of suggesting staying in the chance zone, the manner of the variation display of the performance symbol 50 and mini symbol MD that starts with the start of the variation display of the special symbol (time-saving symbol J1), and the manner of the special provocative effect are all the same as the variation effect by the special reach variation pattern executed when the above-mentioned time-saving symbol J2 is determined (see Figures 46(a) to (d)). Note that the special provocative effect ends just before the variation time of the special symbol has elapsed (the time-saving symbol J1 is displayed stopped on the first special symbol display device 30 or the second special symbol display device 31). Then, similar to the variation effect due to the special reach variation pattern executed when the time-saving symbol J2 is determined, when the variation time of the special symbol has elapsed and the time-saving symbol J1 is stopped and displayed on the first special symbol display device 30 or the second special symbol display device 31, a reach display is made in the upper right corner of the display unit 21a, and a special reach development effect is started on the entire surface of the display unit 21a (see Figure 46(e)). Also, at this time, the mini symbol MD in the position corresponding to the first stop symbol is stopped and displayed with the same number symbol as the effect symbol 50, the mini symbol MD in the position corresponding to the second stop symbol is stopped and displayed with the same number symbol as the effect symbol 50, and the mini symbol MD in the position corresponding to the third stop symbol is stopped and displayed with the number symbol "0" (see Figure 46(e)). As a result, although it is difficult to see, the stop display mode of the mini symbol MD suggests that a time-saving award has been won. In this special reach development effect, a low-advantage result indication (for example, the display of an image "LOSE..." indicating that the character has lost the battle) is made, indicating that the result of the lottery is a win for the time-saving award and that the time-saving symbol J1 has been determined (i.e., a transition to the low-probability time-saving game state LJT1). At the same time, in the upper right corner of the display unit 21a, a third stop symbol with a number symbol different from the first and second stop symbols (for example, a number symbol that is one number different from the first and second stop symbols) is displayed, causing all effect symbols 50 to be displayed in a non-winning state, and the special reach development effect ends. This special reach development effect ends just before the stop display time (20 seconds) has elapsed. In other words, the special reach development effect is executed between the time-saving symbol J1 being displayed and the stop display time (20 seconds) having elapsed. After that, the display symbols 50 and mini symbols MD are displayed in a stopped state until the stop display time (20 seconds) has elapsed, and when the stop display time has elapsed, the low probability time-shortened game state LJT1 is set, and the display state is set to the low probability time-shortened game state A1 (see FIG. 41). At this time, although the suggestion of staying in the chance zone that has been performed on the display unit 21a ends, the first background image that has been displayed during the normal display state (normal game state) continues to be displayed (see FIG. 46(g)).

[0280] (2) During low probability time-saving performance state A1 (during low probability time-saving game state LJT1) As described above, when the time-saving award is won and the time-saving symbol J1 is determined during the normal gaming state, the game state transitions to the low-probability time-saving gaming state LJT1, and the presentation state is set to the low-probability time-saving presentation state A1. Also, when the time-saving award is won and the time-saving symbol J1 or J2 is determined during the low-probability time-saving presentation state A2 (the presentation state set when power is restored from a power outage without RAM clear processing being performed during the low-probability time-saving presentation state A1), the presentation state is set to the low-probability time-saving presentation state A1. Then, when the normal gaming state transitions to the low-probability time-shortening gaming state LJT1 and the presentation state is set to the low-probability time-shortening presentation state A1, as described above, the suggestion of staying in the chance zone that was performed during the normal presentation state (normal gaming state) ends, while the display of the first background image continues (see FIG. 46(g)). Also, as will be described later, in the low-probability time-shortening presentation state A2, the display of the first background image and the suggestion of staying in the chance zone are performed in the same way as during the normal presentation state, but when the presentation state is set to the low-probability time-shortening presentation state A1, the suggestion of staying in the chance zone ends, while the display of the first background image continues. That is, during the low-probability time-saving presentation state A1, the same first background image as during the normal presentation state and the low-probability time-saving presentation state A2 is displayed, but no indication of staying in the chance zone is given. Furthermore, when the presentation state is set to the low probability time-saving presentation state A1, the above-mentioned left-hit suggestion is not made, unlike when the presentation state is set to the normal presentation state (normal game play state) (see Figure 46 (g)).

[0281] Then, a change performance is executed in accordance with the change display of the special symbol. (2-1) If the result of the lottery is a loss In the low-probability time-saving performance state A1, if the result of the winning / losing lottery is a loss, unlike when the result of the winning / losing lottery is a loss in the normal performance state, a variation performance based on the special non-winning variation pattern is not executed, and a variation performance based on any of the normal non-winning variation pattern, the reach variation pattern without development or the reach variation pattern with development can be executed. Except for the point that no indication of staying in the chance zone is given, the fluctuation presentation by the normal non-winning fluctuation pattern is executed in the same manner as the fluctuation presentation by the normal non-winning fluctuation pattern when the result of the win / loss lottery in the normal presentation state is a loss, the fluctuation presentation by the no-development fluctuation pattern is executed in the same manner as the fluctuation presentation by the no-development fluctuation pattern when the result of the win / loss lottery in the normal presentation state is a loss, and the fluctuation presentation by the development fluctuation pattern is executed in the same manner as the fluctuation presentation by the development fluctuation pattern when the result of the win / loss lottery in the normal presentation state is a loss.

[0282] (2-2) If the result of the lottery is a jackpot In the low-probability time-saving performance state A1, if the result of the winning / losing lottery is a big win, a variation performance can be executed with either a reach variation pattern without development or a reach variation pattern with development, in the same way as when the result of the winning / losing lottery is a big win in the normal performance state. Except for the point that no indication of staying in the chance zone is given, the variation presentation by the no-development variation pattern is executed in the same manner as the variation p...

Claims

[Claim 1] a special symbol determination means for determining, based on the establishment of a first condition, a first special symbol associated with the execution of a large prize opening game in which an openable large prize opening is opened by lottery, and one of a plurality of special symbols including a second special symbol different from the first special symbol; A starting area that can be either a first mode in which the difficulty level for the game ball to enter is relatively low, or a second mode in which the difficulty level for the game ball to enter is relatively high; A normal symbol determination means that can determine, by lottery, one of a plurality of normal symbols associated with whether or not the starting area becomes the first mode based on the establishment of a second condition different from the first condition; A special symbol display means capable of executing a variable display of the special symbol; A normal symbol display means capable of executing variable display of the normal symbol; a setting means for setting one of a plurality of game states including a first game state and a second game state less advantageous than the first game state; suggestion means capable of executing various suggestions; The setting means When the second special symbol is determined in the first gaming state, the second gaming state is set, and when the second special symbol is determined in the second gaming state, the second gaming state is maintained; The second gaming state ends when any one of a plurality of ending conditions is met, The plurality of termination conditions include a first termination condition that the number of times the variable display of the special symbol based on the determination by the special symbol determination means reaches a predetermined number, and a second termination condition that the number of times the variable display of the normal symbol based on the determination by the normal symbol determination means reaches a predetermined number, The suggestion means A gaming machine characterized in that when the first termination condition is met in the second gaming state and the second gaming state ends, the machine indicates that the second gaming state ends, but when the second termination condition is met in the second gaming state and the second gaming state ends, the machine does not indicate that the second termination condition is met.

Citation Information

Patent Citations

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